mojira.dev

TorandoChaser

Assigned

No issues.

Reported

MC-241204 Specific Chunks Reset Each Time World is Loaded Fixed MC-241039 Village Structures Sometimes Generate on Top of Each Other Duplicate MC-208978 Corner stairs only form consistently when placed in the same order Community Consensus MC-184730 [Crash] "java.lang.NullPointerException: mouseClicked event handler" - Some Superflat presets crash immediately when trying to generate them Fixed MC-184698 Cave and Floating Island world types generate netherrack/endstone regardless of biome chosen Duplicate MC-181359 Some commands don't work and/or don't display results in chat, and command blocks with the same input don't work/output incorrect results Invalid MC-180303 Rain missing in areas where it shouldn't Duplicate

Comments

I think this quirk has been a part of Minecraft for a long time. Sprinting diagonally goes faster too, and sneaking goes faster diagonally even without swift sneak. Don't know if it's a bug or not.

Can confirm, had two zombies disappear, one held items and the other was named. Nothing nearby that could kill them.

UPDATE: I finally found a working buried treasure map in seed 250425787207038274, at x1698 z685. I guess there really wasn't buried treasure nearby with all the others I opened, though there was certainly land close enough that could easily have generated it. Maybe it's failing to generate as much as it should? The weird thing is that the successful treasure map I found was already active, as in, it already had an ID and showed me X marks the spot without me having to right click it first.

I'm having this issue in a 1.18.2 newly generated world. Seed is 250425787207038274, spawn is near a shipwreck with a treasure map that turns into a regular map. There's also an underwater ruin to the north with a treasure map that also turns into a regular map.

Yup, seems fixed. Loaded up the same world, now in pre-release 4, and the chunks saves just fine.

That makes sense, thanks for explaining it. I'm just glad someone understood my issue, I had the hardest time describing it and have no technical knowledge of stairs. I just know it was super annoying having to redo an entire line of 70 stairs because I started right to left instead of left to right or vice versa.

Here's my world save. Let me know if it doesn't work, I'm not as familiar with file sharing via google drive.

https://drive.google.com/file/d/1AtidRb-nJvmvFnK2rVv3p0d8T8coNWb3/view?usp=sharing

I've noticed this a lot. It's really annoying when trying to watch a farmer to make sure he can pathfind to the crops correctly or see what seeds he's able to plant. Only farmers seem affected by this. I don't think this is desired behavior.

I wouldn't say it's working as intended. Even though it's not a bug in the technical sense, it's a texture disparity that does get updated from time to time as people notice, such as with the inventory texture for signs not having the updated stems, that was fixed recently.

Possibly relates to MC-241204 ? I've had similar issues but with an entire chunk resetting to its pre-update state.

After poking around a little more I've realized that the chunk doesn't necessarily regenerate completely, it just reverts to how it was when I first upgraded the world to 1.18 pre-release 1. In the affected chunk is a leatherworker's building, and prior to updating, I had removed the three cauldrons in front of it. Those do not regenerate on save and load, seemingly only changes made after the update are reverted to. On the subject of that leatherworker's building, the chest inside regenerates its loot on save and load as well.

This is still an issue in 1.16.4. I have a huge flower patch within ten blocks of my beehives, and the bees keep ignoring/not finding it and wandering endlessly away from their hives. I have to use flowers to bring them back, they get totally lost on their own.

MC-167183 is a similar issue, but not the same. The issue I'm encountering has to do with placing stairs in the same two directions, not placing a stair in an opposite direction against an existing line. 

The problem I encountered in my build was that I had a diagonal corridor, and along the ceiling I had upside-down stairs. At the start of the corridor I wanted the first stairs to be inner corners, without having stairs on both sides, only one side. One side of the corridor I placed all the stairs starting from the beginning of the corridor, but the other side I placed from the end. When I got to the beginning of the corridor on that line, I tried to place the last stair in a way so that it would form an inner corner without any stair to the right of it (I placed the stairs left to right).  I was able to do this easily for the other side of the corridor, but for this side the last stair would not form an inner corner unless I re-did the stair to the left of it, which then wouldn't connect to the stair to the left of that, and so on back down the line.

Put more simply (I hope), the issue is that when placing a diagonal line of stairs, the stair at a given end of the line can only be an inner corner if it is the first stair placed in the line, not the last. 

I'm sorry if this is confusing, I'm having a hard time finding a way to concisely describe it. If I have the chance later, I'll try to record a video of the process to illustrate it better.

I can confirm this happens not just with beds but when anything appears in chat for the first time after loading a world, whether it's an advancement or "respawn point set" or just sleeping in a bed. This consistently happens every time a world is loaded, but only for the first time something would come up in chat.

No you're supposed to attach the logs here, they didn't mean that you need to read them.

This looks like some sort of chunk error to me. Or perhaps new chunks after updating the world from an older version. This doesn't happen or shouldn't happen under normal circumstances.

Commenting to add what I've discovered so far:

I haven't tested it with all biome options yet, but so far the bug has occurred in every single one I have chosen, which is Birch Forest, Flower Forest, Taiga, and Badlands.

So far it looks like only blocks are affected, while mob spawning is how it should be (Overworld mobs in an Overworld biome, etc.).

I can't imagine this is remotely intentional, because it makes the option to choose biomes in buffet style worlds nearly moot. Choosing the badlands biome using the caves world generation, for example, generates absolutely nothing related to badlands at all save for mineshafts with no minecart chests and overworld hostile mobs. The fact that the caves and islands generation options didn't act like this prior to the snapshot and adhered to expected results when choosing biomes, plus the fact that things are being changed by this snapshot to lay the groundwork for more customization, should be proof enough that this is a huge bug, and not remotely a feature.

The fact that the caves and floating islands generation types mimic those of both the Nether and End, respectively, doesn't mean that using those generation types must always be only the Nether and the End. Were it the case, the generation options would simply be called Nether and End, and they wouldn't bother pretending to let us choose a biome for it to generate as.

Do you mean the new logo is not centered within the window, or the window itself is not centered on the screen? It seems to me that the logo is centered within the window, but the window itself might not be centered in the screen, though it's hard to tell for sure.