somewhat difficult to see, but there is a copper double chest with items in it
Guys, we’re not completed with understanding how this bug works. We also found out that sometimes it’s not the float that’s problematic, but more the way the clipping is reversed. There is somehow a problem with that, because when it’s barely clipping, sometimes the clipping is not reversed. And to @Savvvage_ yes, it is possible to blacklist the ranges for every 30° arrangement that causes this bug, namely the range 29.99995° to 30.00032 (yes not symmetric, source: https://www.youtube.com/watch?v=f632VX1WxPw&t=375s ). If this is really going to be fixed that way, we would probably have to double check, the angles have the symmetry I tested with a single layout (namely: more weight to 90°).
I would find this confusing. You are meant to setup the chests.
Could this be the reason of your problem? MC-300859 You can test it by checking if building it the other way around and checking if it’s solved
The copper golem only fills chest that contains the item they are holding or if the chest is empty. Therefore, every chest not manually filled will have exactly one item if left untouched.
In this video, I clearly see my bug here: MCPE-224167
voted for your bug
I think the tick command is now in vanilla. Refer to the wikipedia of minecraft
Hi, I understand it that way, that you have to build a contraption that always has an empty chest, even if a copper golem put something in it
Could it be, that you accidentally hit the copper golem? Your dog will attack anything that you hit first or that hits you. What also count as a hit is when you hit the golem with your fist, a block etc.
I found the problem that causes this error. Entity dimensions are saved as floats and Boxes are saved as doubles. In this function in the class EntityDimensions (fabric translation):
public Box getBoxAt(double x, double y, double z) {
float f = this.width / 2.0F;
float g = this.height;
return new Box(x - f, y, z - f, x + f, y + g, z + f);
}
there is an implicit conversation from float to double causing roughly this calculation (e.g.)
8.490000001261839 - (double) 0.98F / 2 = 7.999999991725096
which makes the tnt barely clip into the neighboring block
This bug happens in vanilla, but is very difficult to reproduce, because it happens only after approx. 100 hours. I made I mod that let’s you choose the exact angle the tnt chooses when it’s primed making this much more reproduceable. the formula to get the angle is:(main * 65 + off) * 360° / (64 * 65 + 64)
depending on how many items there are in the hand and off hand.
[media]We made a chart that lists every way this machine breaks here:
[media]we haven’t found yet, why this bug is happening, maybe this will come in the future
We found out in stream, that this bug is directional, that means, in some directions, there are a different number of angles. If there’s another angle, it’s 330°, but the angles will rotate generally with the contraption
So maybe we should create a bug report on the correct microsoft site and link it back here.
I have specifically looked into the version in that the bug appeared. It seems like it wasn’t updated from 25w15a to 25w16a, like I can remember doing. After updating to 25w16a, the bug disappeared and therefore the resolution of it being a duplicate is valid.
Confirm for 24w40a
Indeed, the graphics card is the reason for the crash. According to https://www.intel.com/content/www/us/en/support/intel-driver-support-assistant.html my drivers for the crashing graphics card are up-to-date. The crashing graphics card is "Intel(R) HD Graphics 4600". Using the graphics card named "NVIDIA Quadro K2100M" fixes the problem. Thanks for your support.
Did take the title, thanks for confirming
When there are worlds, the crash doesn’t happen