mojira.dev

Ian Carlson

Assigned

No issues.

Reported

MC-42193 Twitch: When choosing closest Server, Hangs (Chicago, IL) Cannot Reproduce MC-35429 Crash due to improper handling of mouse capture. Invalid MC-4118 Half-Slabs allow Redstone Connections Works As Intended MC-3918 Specifically spawned blocks cause entities to lag through them Invalid MC-977 When riding a minecart, fall damage lags. Fixed MC-965 Blindness and Lava don't mix Cannot Reproduce

Comments

I closed the launcher then opened it again (without restarting my system) to get around the issue myself. But voting this up for having the issue.

beacon pillar lights will disappear only if the beacon is not on screen (Or anywhere in the view of the rendering engine's frame where the player looks through from the real world), this is probably due to the whole cave rendering thing added in 1.8.

This bug will turn into the same bug for TTV FRAME QUEUE and whatnot, but that's not possible with my specifications and internet speed. Something must be wrong with JAVA/Server if it's doing that, but OBS isn't. But just so you can turn this into an invalid bug, I'll give the log for you once it happens again. (It seems to be sporadic, and won't always happen.)

This happens if you press the inventory key the moment any sound is played. I can confirm it in 1.7.2 with OpenJDK on Linux.

I have this on an AMD Radeon HD 7950 by Sapphire as well with 13.3

You don't need to be partially submersed in lava for the blindness method to work. Different bugs.

The one without blindness is a bit tricky though... I can only reproduce it without blindness by semi-submerging in lava... otherwise I get the overlay.

I forgot how to craft a blindness potion, as it isn't in creative inventory.

You shouldn't mark MC-965 as a duplicate, it's an earlier bug report.

Seed: Succubus (2013-02-03_18.03.11.png)

Still exists in latest snapshot 13w05b.

@Jay Eff, the reason why freezing the player could be difficult is due to an SMP version of the same map. If you froze a player, you'd pretty much freeze all players for that half-second unless you specifically wrote the code to handle the random entity id that players are given when they login to the server. But it's more than just that, you'd have to check to see if the player has never logged into the server before now, so that this bug can actually happen, as it doesn't happen any subsequent time after your first generation.

If you want to argue that the server admin / creator is the only one who will end up with this problem, that's not enough to make it so that you SHOULD NOT write such code to handle ALL players. Because it can always happen in the future I'm sure.

Always make more food than what you really are making for, just in case.

So it's not a suggestion either. How do you suppose I go about this then?

This is definitely a bug, when it breaks redstone logic.

Added a few things to make it "Clearer" even though it's exactly the same as it was before.

There is already code that handles players being pushed out of blocks. It still works too. For instance, if you put gravel or sand on top of you, and the game notices there's either half-slabs or air adjacent to you, it will push you out. Same goes for if you log out and come back in stuck in blocks (But again, half-slabs and air have to be adjacent. If it's solid walls on all four sides, then you're screwed. This is intended.)

well, it's possible that the spawn was meant for right above the water, and that due to the bug here, the "fixed" spawn was in sand / whatever. When breaking the sand, the spawn reverted back to its "un-fixed" state. iirc, Jeb / etc. are still trying to fix all the water spawns. Some DO spawn you UNDER sea level though still, although rarer than over water spawns.