mojira.dev

Fang Zhang

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This seems to be fixed in 1.13.1 along with the other map marker bugs (MC-73 and MC-1528). Hooray!

@Vindicar Can you elaborate? Did you just left click the map out of the item frame, or break the item frame altogether? Is this bug reliably reproducible?

This bug report is in a bad state because the current description does not fit the current bug. It's a different bug with the same syndrome.

Affects 1.12. As mentioned above, since the arrows no longer stack, the original method to produce no longer works, but the easiest way to see the arrow duplication is to do it in the Nether. See attached screenshot.

MC-10755 is a totally different case, where sound game logic just results in some non-intuitive behaviours. This is an anti-cheat feature accidentally breaking the game logic.

Could anyone link to the video proofs of those confirmed issues?

For what it's worth: We have a 15w51b server where entering the end often trigger this bug. Whenever the bug is triggered, the server log outputs "<player name> moved wrongly!" If the bug isn't triggered, the log message is instead something like "<player name> moved too quickly! 471.8518178045263,9.945106652967922,972.740300396834". (Our end portal in overworld is at -371, 38, -972, and the correct destination is 100, 50, 0 in the end.)

I just found out something...

Altti's one-line fix does ensure that all arrows are displayed, but it doesn't resolve the real underlying issue - why there are so many arrows. After some experiments, it seems to me that whenever a chunk is unloaded and loaded, all item frames in that chunk will have their corresponding green arrows duplicated.

I realized that because after using Altti's one-line fix, we had a map (of the hell) where the arrows piled up like... can't describe it, see screenshot.

Note: this is NOT vanilla (I applied Altti's one-line fix), but illustrates my point.

Well, this distribution does not feel right. With a vanilla rod, 5/50 treasure and 3/50 junk? Not the most impossible thing in the world, but certainly unlikely... (see screenshot)

Dug a little into the code and found nothing obviously wrong (I'm using 1.8)...

It would help if you report some exact data on the item-to-fish ratio.

By the way, if you don't know already, LotS does increase the probability of treasures, by 1% per level.

With this method one can overwrite pretty much any block (if space permits).

In all screenshots (except the first) I'm standing atop the emerald pillar. As I move the camera up (screenshot 2~7), the light disappears, reappears, then disappear again.

Note: I'm using the default superflat world. There are 5 air blocks between the pyramid and the emerald pillar.

Something interesting (and maybe useful): under a certain setup, there are actually two ranges of angles causing the pillar to disappear (both narrow). That is, as I move the mouse up, it disappears for a second, then reappears, and disappears again when I'm almost looking straight up. I'm uploading all my screenshots for this.

This seems to be a duplicate of MC-65699. Fortune is irrelevant.

Since it is an AOE "attack" requiring no unobstructed line of sight, I'd assume that this is working as intended. If anything, the wiki should state this in a clearer way.

Are you sure that they are missing, not clipping through the ceiling? Have you looked for them on the roof?