After migration, the running launcher continued to use stale data / display format. After closing the launcher and running it again, the display was correct and I was able to play the game.
I've had a villager blink out of existence while it was standing in front of me, and I know I commented on it, but I don't remember which of many duplicate threads I was in. It's possible that I was experiencing client-server lag and that the villager went somewhere else to despawn without me being able to see.
Zombies may explain some isolated disappearances, but I have had a villager vanish right before my eyes (I right-clicked to initiate trade, the game froze for several seconds, and** then the villager blinked out of existence, never to be seen again). I have also had villagers vanish overnight while I patrolled the whole village, and I have had villagers vanish when I slept in a bed so there was no night.
My theory is that all exceptions in villager management lead to a catch-all exception handler that simply deletes the troublesome villager rather than gracefully recovering. That means that every bug in the village & pillage update funnels down to eliminating villagers. Thus, there is no single error, only a single outcome for each and every error.**
I've had a villager (master with nametag) vanish right before my eyes. I right-clicked on him to attempt a trade. The entire game froze for about 10 seconds, and then poof! He wasn't there anymore, and he wasn't anywhere else in my village. That was in 1.14.4 multiplayer.
BTW, "Very Important" understates the criticality of this bug. It has rendered villages useless, destroying multiple years of trade development. The whole 1.14 upgrade is dead, a multi-year setback. Our server has lost 75% of our players. Minecraft has lost its market momentum, and it might never recover. Microsoft may have just flushed its billion dollar investment down the toilet with this one bug. Isn't there a higher level for that?
Somebody claims this is "fixed". What I have discovered is that every villager whose trade screen had been blinking in 1.14.3 was deleted by the upgrade to 1.14.4. My affected village has fewer than half as many villagers as before. Among others, half a dozen masters offering painfully developed (unlocked) wondrous trades – all gone. Not only did I lose their trades, but I lost 6 whole sets of armor I had dispensed upon them to protect them from raids.
It appears that Microshaft's "solution" to the "villager-trade blinks out" bug is to catch the exception and vaporize the affected villager from existence. That may satisfy a programmer who obviously has never invested any time playing, but I think this "cure" is worse than the disease. And it gets worse: Another villager vanished right in front of my eyes shortly after becoming a master in 1.14.4.
Village play is completely and utterly broken.
I am not happy 😞
If lack of job-site block is the cause, then we have another bug here: Some villagers are losing their assignments to job-blocks for no good reason. In my recent village, many of my villagers have been turning untradable even though I have not disturbed any of the job-blocks in the village. Should a separate bug report be filed for that?
1.14.3: For some villagers (about 1 in 8, not sure why yet), trade screen appears for just one frame (maybe 30ms) before closing. In my game, my fisherman and one of my clerics have this problem. Another identical cleric is unaffected. Where can I look for debug info to add after it happens again?
PS: I have never broken any job blocks in the village where this happens, so this does not duplicate that other bug.
In my world, I only have this problem in villages with large delta-Y. The golems spawn near sea-level and then congregate (along with villagers) on hill-tops. The lowlands are nearly vacant, and the hill-tops are packed.
Re: Yesterday's Darkness
The owner of the affected server did some kind of cache optimization / flush and then restarted. It seems to be OK now, at least in the dim village where I'm still working. When I move on to my next village (fenced in 1.13.2, needing work tables, bell etc a la 1.14.1), I'll see if the cache cleaning kept the lights on somewhere that I haven't visited recently.
UPDATE: After logging out overnight, the torches and one jack o'lantern had gone dark again, so I spent my first half hour or so breaking and replanting a hundred torches while fighting zombies and skeletons every night (entertaining once, but not how I want to spend my time every visit). On the "bright" side, gossipy villagers spawned 7 golems in under an hour! Oddly, when I went to my next village (first visit since upgrade to 1.14), the lights were on properly. Go figure – maybe it'll choose tonight to go dark. I'm eagerly awaiting 1.14.2 but willing to be patient to get it right.
Every time I log in, all of the torches in my village have gone nearly dark. They're light-level 0 even in their own block! Monsters are spawning everywhere! This is new since 1.14.1. It did not happen in 1.14.0, so it's not the same bug as earlier (though it might be some kind of regression).
Loss of light makes villages nearly unplayable. Creative-mode time-add is my only workaround. This bug is just one level less than a drop-dead crash bug.
Now that I see all of the duplicates, I am wondering why my search for "suspicious" failed.
I'll see if I can update the official wiki page to mention this unexpected behavior that's "working as intended".
In 1.11.2, if I go to bed in creative mode, I can't get out of bed. ESC fails, and clicking on "Leave Bed" fails. Neither can I log out (because ESC fails). The only escape is to leave full-screen mode and destroy the window (killing the JVM).
Workaround: Always remember to switch to survival mode before clicking on a bed.
My problems abated when I cured my lag. If I experience rail control glitches in a more recent version, I'll submit a new bug with better analysis than this old thing written back when I was in only my 4th month of play (and had not yet started modding). Now when something surprises me, I can load Forge's version of the game into Eclipse and either insert log statements or step through the program logic in a debugger to put my finger on exactly what the error is.
I catch fire every time I go through my portal to the nether, but there is no fire at the portal there. Overworld portal at y=22 might correspond to lava suspected by other commenters. What patch do I need to download to fix this?
Will do
The fix is in a build for mc1.9. Is there any chance that it will be backported to a patch for 1.8, or is 1.8 permanently bugged?
I suspect that this behavior stems from slabs not being "opaque", and they're not opaque because they don't fill whole cubes. This leads to some unexpected "logic", in this case some solid stone objects become strangely translucent.
There really should be two factors at work. One is actual opacity, which should be a property of the material. The other is cube-filling, which is knowledge about the geometry of a block that can simplify some of the graphics rendering. Having looked at object rendering code, I don't envy the coder asked to add complexity.
Eventually, the material opacity should be separated from geometric cube-filling, and a block's cube-filling might even be expressed in each of three axes (or six faces) so that something like a slab or stairs would "fill" its cube in one or more directions but not crosswise (or it would occlude one or more faces while leaving others open). Such a scheme should also fix the black-gap bug where I should be able to see past a half-slab but the background blocks are not rendered (appear black).
Evenly lit from below, the underside of my ceiling shows dark where I placed dirt blocks above it.
I'm getting inconsistent behavior today. Sometimes adding a torch below the ceiling will light it up, and sometimes not. Maybe part of this problem is a finicky block-updating, not overall rendering. However, placing blocks above the ceiling always darkens the underside greatly, revealing the pattern of construction on the upper floor.
I took a screen shot and will try to upload it...
After migration, the running launcher continued to use stale data / display format. After closing the launcher and running it again, the display was correct and I was able to play the full Java version of the game.
Suggestions: Find a way for the migration activity to either refresh the launcher or force it to close and reload. Also notify players that they should rerun the launcher manually if it doesn't happen automatically.