holy crap, they fixed it!
Could you include a seed?
Type /seed and write the whole number down to obtain it.
Might be worth a test. The hand behavior, if I understand correctly, is caused by it trying to correct the wrapping while teleporting, right? If it tries to iterate more than once while teleporting, it makes the arm visually glitchy, which is the main problem with this bug.
If prevRotationYaw
could have the exact same type of wrapping as rotationYaw
, would that also fix the problem?
Try disabling the ingame Fullscreen, and resize the window to fit using the button on the window.
While it's still a bug if Fullscreen doesn't want to go Fullscreen, here's a workaround.
I think I deciphered the title as "The Illusionist's clone's don't take damage but sometimes do whenever it wears off and multiplies again."
In other words, the issue might be that sometimes the illusionist's clones actually take damage? Or maybe OP just missaw it and hit the air and got lucky.
Either way, the Mod probably resolved it. Hoping to hear back.
In addition, Iron Golems are considered neutral, so don't play on Peaceful either.
The ID for planks is minecraft:planks, however, each plank is recognized as a different recipe in the book.
Try the following, with minecraft: preceding them.
oak_planks
birch_planks
spruce_planks
jungle_planks
dark_oak_planks
acacia_planks
What exactly happens to the villager? When does the disappearing occur, and next to what blocks? Images, if possible?
Okay, great solution. That seems like a very large default and I don't see a use for creating a chain block loop unless some crazy arithmetic has to be done in one tick. Even then, it can be changed.
And if something goes south, you can temporarily change the chain limit to a small number.
Thanks!
I am curious as well, if there's a limit it's important to know what it is.
Judging by the compatibility for previous versions, I would say this works as intended.
Please clean up your report and be more descriptive on what the bug is, what triggers it, and what is supposed to happen. Also, supply information about your computer, what version you are running, and other things.
Can confirm. I made a lot of short puzzle maps that use relative teleportation, and the flashing really ruins it.
It is inconsistent, so sometimes I'm lucky and it looks smooth, other times I see a flash that completely gives away that you are teleported.
How is this unassigned 😞
Good note. Redid report.
What I'm stating is that the boats absolutely never break without the player to do so, and therefore converting boats to planks/sticks is impossible.
This is back in 1.10?
Case 2 no longer seems to apply as of 1.14.3 - it has become entirely consistent. However, it seems it still goes from the uncapped rotation to a value from 180 to 180 upon teleporting, meaning the hand still jitters. It would be amazing if this were looked at now, since 1.14 had just fixed MC-4686, especially since this seems like an easy fix.