mojira.dev

Xavom

Assigned

No issues.

Reported

WEB-6834 Unable to /whitelist add : "That player does not exist" Fixed MC-259771 Failed to log in:Invalid session / minecraft-launcher stuck in memory Invalid MC-158177 Pillager Raids can occur in the End dimension Works As Intended MC-157024 1.14 Fatal Server Crash when using /locate command Duplicate MC-151280 Inescapable hopper hit box underwater Duplicate MC-147290 In creative, can't use sneak + jump to place blocks adjacent to any block that is clickable Fixed MC-134672 clicking Open Resource Pack Folder causes game to stop responding Cannot Reproduce MC-134282 Game crash with "Unexpected error" if display is turned off then on again Fixed MC-133824 Optimize World does not update world to current version Duplicate MC-133213 Redstone dust doesn't update shape of connecting redstone dust when going up onto FULL blocks Duplicate MC-131515 Water block changes to flowing_water if water is placed above it Duplicate MC-131269 Phantoms target and attack players with the invisibility effect Duplicate MC-131061 Armor stands cannot be placed by dispensers Fixed MC-129253 Exception generating new chunk Duplicate MC-126769 Observers detecting updates from redstone on top of them Fixed MC-124695 Flint and steel in a dispenser loses durability when not igniting Fixed MC-122988 Hostile Mobs with head in transparent block attack players Works As Intended MC-122987 Pistons lose piston head when pushing the block which powers it Fixed MC-122362 Note blocks can be moved by pistons Works As Intended MC-122352 Can't place bells, buttons, lanterns, levers, torches, redstone torches, or doors on top of hoppers Works As Intended

Comments

This is basically a redstone diode. Redstone signal can travel only along and upward in Y level when on transparent or non full blocks such as stairs, slabs, hoppers, glass. In the 3rd picture, the signal travels up and onto the glass block, but will not travel down the next side. This is not a bug, and works as intended.

This feature has been in the game for a very long time. I'm fairly sure it works as intended.

There is no reason as I know of that that ALL nether mobs must be fire resistant, this simply makes no sense. These two are of a specific nether biome(s) as well. Not so long ago the undead mobs had changed to sink in water where none did before.

True that previous nether only mobs are fire resistant. Yet I see this not as a bug since the new biome is (part of) where they spawn.

Affects 1.15.2 and 20w60a

It seems to be fixed in 1.15-pre6.

Affects Version/s: 1.15 Pre-Release 3, 1.15 Pre-Release 4

I would like to suggest running your test again with 6 bees and only 1 hive (nest or hive). Keep 1 block of air all around it. In the latest snapshot. If there is no issues please comment as such here so the helpers and keep things updated.

Thank you for reopening. While this is in progress, can we suggest to add equiping armor on them as well?

1.14.4 Survival SMP whitelisted server launched today. Roughly 48 players on and off. Within the first 2 hours the server had crashed at least 3 times. Rubber banding, block lag, near zero chunk loading, cannot eat, cannot pickup items. My dog would never teleport to me even. You can't travel by boat or horse since the server complains it moved to fast. This is insane and purely SUCKS! The SMP experience is being ignored in my opinion. While I'm on a rant, it's interesting that the 1.14.x lighting glitch seemed to go temp fixed/ignored until Hermitcraft tweeted about the issue.

Affects 1.14.4 - and still will stop any single player or server in it's tracks if the world was generated with generate-structures=false. To recreate in single player : while in "Create New World" click on "More World Options", then click on Generate Structures to turn it off. Create the new world and execute the command /locate Village. Then wait while it comes to a complete halt.

Sorry to disagree with the resolution... I suspected as much hence why I reported my finding in both tickets. This crashes a server/world since there is no check for generation when the locate command is executed. Who would use this command in such a world, don't know and don't care, still it can crash a server.

This is happening when the world is generated with generate-structures=false.

[media][media]

Affects 1.14.4 Pre-Realease 7

My servers are crashing because of this

Server console output when using /locate Village:
[10:31:07] [Server Watchdog/FATAL]: A single server tick took 60.00 seconds (should be max 0.05)
[10:31:07] [Server Watchdog/FATAL]: Considering it to be crashed, server will forcibly shutdown.

EDIT: This is happening when the world is generated with generate-structures=false.

Server console output when using /locate Village:

[10:31:07] [Server Watchdog/FATAL]: A single server tick took 60.00 seconds (should be max 0.05)
[10:31:07] [Server Watchdog/FATAL]: Considering it to be crashed, server will forcibly shutdown.

Perhaps related to MC-157024 fatal server crash when using /locate command.

CONFIRMED: Affects 1.14.4 Pre-Release 3 through 6.  Note: to replicate, make sure the villager has gone through several day/night cycles. Testing in day 0 did not seem to replicate, use /time add as opposed to /time set.

Mods/Helpers can we please get a status update to "Confirmed" and the affected versions?  Perhaps what is now happening requires a new ticket?  

Does anyone have insight as to why villagers will not stay in bed all night in 1.14.4 Pre* ?  I've tried giving them workstations, food, a roof, a door. 

Affects 1.14.4 Pre-Realses 3, 4, 5.  What is happening is that the villager keeps getting out of bed during the night.  The villager is enclosed in a room, no hostiles are around. This happens several times throughout the night.  Also, sometimes the villager does not stand up at all yet an observer detects the state change of the bed.

This does not happen in 1.14.3.