My crash message and log occurred after the first crash. The first crash had an exit code of 0 but the second crash reported:
The game crashed whilst feature placement
Error: java.lang.NullPointerException: Cannot invoke "ddm.a(cao, cps, java.util.Random, gh)" because the return value of "java.util.function.Supplier.get()" is null
Exit Code: -1
And the crash report mirrors the other postings here and in the duplicated crash reports. My world seed TheBrightBlueRainbow was created in 21w44a, the crash locations differ x=22.19, y=65.00, z=617.63 and x=25.35, y=66.00, z=651.24 but are fairly close together but are not where I was located in the game at the time of the crash. On the first crash I was sheering a sheep, on reload the sheers and wool were not in my inventory and my location was reset to the chest I had extracted the sheers from, on return from the second crash my inventory and location remained intact.
[media][media]
I will agree that if this is a bug with Java that this should be closed. My graphics are auto-installed and updated via AMD and I will revisit my Java installation.
Quick Q: JVM arguments to disable DirectX. What is the specific argument as I've not done that one before.
@Bar Israeli
Yes. I use F3 - T specifically for sound changing between my work headset and speakers and back again. I've done this regularly for more than a year. This is the first (and second) time I have had this occur.
As to the power of computer affecting it, it works as well on my socket 775 machine and on my AMD X2 (one for hardware hacks and the other I have been using for a NAS when not used as a computer) and on my wife's AMD FX and on my daughters 6th gen i5. I've only had this crash with this release. I wish it happened more actually, but I have tried repeatedly to get this to happen with repeated presses of F3 - T without luck. (then I try again just now and crash..)
19w12a the ticking entity has moved from the barrels to conduits.
Thank you, misread the duplicate link. So in a village they should be picking jobs that would be available. Not doing so would be the bug but right now farmers are not farming etc see MC-145857 so there is a general job bug. Thank you for the update.
I see it closed, not sure on duplicate. "Plain" meaning they are the non-trading non-skilled villagers. Although they do spawn without skin customization on one of my worlds as well, that none of them that I have spawned on two worlds have had trade skills is what I was referring to.
Snapshots 19w11a and b
This bug appears to have returned, the villagers that exist by any method (natural, egg, cured zombie natural or from egg) are not finding shelter or returning to buildings at night. They are also wandering far from their villages and not returning nor claiming buildings if built where they have wandered to.
19w11a and b
There are four types of villager: Original to the village, generated from egg, or cured zombie (naturally generated or from egg)
In the last two snapshots, two different computers (both Win10 home) these have been having issues.
1) The villagers there already are doing a lot of huddling, hearts form, no babies.
2) The three others will not huddle with pre-existing or with each other, no hearts form, no babies.
Villager behaviors are not limited to farming issues.
Spawn eggs only spawn plain villagers.
Zombie villagers are the only way to get trading villagers.
Villagers in villages are wandering away from the village far past their normal stop point.
All three, pre existing villagers, villager egg and zombie egg cured are also tending to stay outside at night being rapidly wiped out by zombies.
Pre existing villagers are huddling with lots of hearts, no babies.
New villagers (either egg method) are not even going that far.
They are also leaving doors open, either after entering buildings, leaving buildings or just walking past a closed door. In terms of door behavior too I have seen mobs opening doors and entering buildings as well (shocked me to watch a creeper enter a building at night like this.)
This bug is unchanged for me between 19w11a and 19w11b, both the same items are ticking and it affects all not just one in one location. Ticking only occurs when attempting to open the barrel. An opened barrel remains open ticking, destroying it ends the crash cycle.
– Block entity being ticked –
Details:
Name: minecraft:barrel // brt
Block: Block{minecraft:barrel}
This appears to have returned in the snapshot. The release today 19w08a my llamas from the wandering trader are disappearing and then reappearing. Same for all type of boat when left at the waters edge. Also blocks mined are reappearing and need to be re-mined. In the case of the llamas and boats they are not invisible, they are simply not there until they are again.
I've had this repeatedly as well when chunks above or below water are generating
Edited to add this happens in both survival and in creative, in a boat, swimming or flying.
{ Removed report}
Same issue for me, and it is the Bee. Old wold, new world, etc. I always use the ability to run commands especially when on snapshots because issues can happen. So loading the world in the last stable snapshot (22w15a here, and last so there is minimal but possible other game breaks) and entering (I show bee but tag the mob of your choice):
/tp @e[type=minecraft:bee] ~ -1000 ~
(several time, as bee's pop in and out of hives) will teleport them out of the world. Save, exit, restart in 22w16 a or b. This doesn't eliminate them all from your world, and travel will bring you back to the problem mob but it is a 'dont need to install stuff' fix for those that don't use world editors.