mojira.dev

anubis1101

Assigned

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Reported

WEB-6486 Minecraft.net Support Tickets don't submit. Fixed MC-222566 When you get 'kicked' in singleplayer, you can only 'return' to server selection Duplicate MC-87448 Village generation errors in 15w35b Duplicate MC-70184 Bow rename causes insane repair costs Incomplete MC-62177 Lag in 14w29b, potentially caused by multi-threading Invalid MC-39068 Unusual TNT explosion characteristics Incomplete MC-31313 Amplified areas do not generate ore and caves Works As Intended MC-14039 Pressure Plates no longer trigger. Duplicate

Comments

I tried with and without attachment, as well as different ones to see if I could get rid of that ERROR suffix. It made no difference.

Added a screenshot of what I see when kicked in singleplayer.

Also, confirmed in 21w14a.

The site needs a better search function. I can never find existing issues.

I also posted a comment in MC-133841 because of the "§" illegal character being what caused it initially for me, but I thought I'd post a separate issue since it doesn't make sense to kick an offline player to the multiplayer server screen.

Dunno if I should create a separate report for this, but in singleplayer, it not only still "kicks" you for using the symbol in chat, it only gives you the multiplayer Back to Server List button on-screen.

Also, might be relevant, I triggered it using \u00a7 in a /say command inserted in a ClickEvent in a book.

And I've also confirmed it still happens in 21w11a.

'Fraid not, friend. Always back up your worlds.

I just confirmed that my issue has been fixed with the release of 20w21a. Looks like it was caused by MC-181522. Restoring a backup or copying the affected regions from a backed up save successfully restored the corrupted chunks, and they seem to be staying that way.

I believe I'm getting the same bug. I've restored the affected regions from an older version repeatedly, and every time it loads, it just does the same thing, with the same chunks being corrupted/removed. This particular area is old, from when I first created the world (back when Large Biomes were first introduced) and I haven't changed it much over the years, so it's possible that it's targeting older chunks. But then, it's more difficult to notice on newer ones that match up with the newer terrain generation. I've uploaded a couple screenshots of my corrupted area.

Additionally, I have tried the 1.16 snapshots and encounter the same issue.

Village generation issues

I've attached a screenshot from before this bug with every possible lever placement. I believe it was also a bug that you couldn't place them on the side of stairs, or the bottom of stairs and slabs, but I don't think that bug was ever addressed.

Confirmed for bug. Every successive rename increases repair cost to ridiculous proportions. See attached screenshots.

Confirmed. Also, I'd like to add that placing a lever on a slab (possibly other non-solid blocks?) that is adjacent to a wall causes the lever to attach to the wall instead. In the attached screenshot, I right clicked where I am aimed, and the lever appeared as shown.

Confirmed in 14w32a. Screenshot attached.

Edit: Wither did NOT kill itself during the attack; blue skulls were fired through the barrier wall it was hugging, and its proximity block destruction destroyed the barriers. It did not appear to be aiming at anything in particular with the blue skulls, as can be seen in the screenshot.

Still happens in 14w32a.

Edit - details: Wither attempted to move outside the barrier cube, and could shoot blue skulls through it (most of those craters are from such). As can be surmised from the screenshot, it was not aiming at any mob or creature in particular. It appears that its proximity block destruction is what destroyed the barriers and allowed it to escape.

Actually, Advanced OpenGL seemed to improve things slightly for me, as did VBOs. It was very slight though, so it may have been coincidence.

Still an issue in 14w29b - I'm getting random lag spikes dropping framerate down to 10 fps on a world that previously sat at 30-40. 14w29a/b did NOT resolve this issue.

Hawk is correct. Pistons will activate if any adjacent block is powered, however weakly.

i think i see what youre saying, but could you post another view so we could see the setup more easily?

It has always been 45, and stone has always been 30. With 1.5x stone's blast resistance, End stone should have a noticeably smaller crater, even with just one TNT. When I started building larger structures I did extensive testing with these. Of course, I have long since deleted that world, and reverting Minecraft to an older version did not reveal the results I clearly remember. I guess it doesn't matter, explosions involving more than one TNT still provide expected results, it is just really really strange.

I guess my primary concern at this point is that End Stone seems to have the same blast resistance as stone. whether that means stone is more resistant or End stone is less so, I cannot say. It's been a long time since I did explosion testing, but there used to be a noticeable difference between them.