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matthias

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Reported

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MC-296372 Teleport duration is unreliable as of 1.21.5 Fixed MC-222945 Problems with spawners and logs Duplicate MCPE-64050 I can't access to some command_blocks Duplicate MCPE-64045 Structure_blocks can't detect structure void Incomplete MC-109486 Aggressive wolves can not attack more than one target. Duplicate MC-103887 Connection lost message, if a server is full, leaks memory Awaiting Response MC-77624 Low FPS after leaving and reloading world Duplicate MC-61196 very tall grass does not drop seeds Duplicate MC-58610 Multiplayer chunk problems Invalid MC-54793 Massive Memory leak Invalid

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Also still reproducable on 1.21.6-pre3 and 1.21.6-pre4

I can still reproduce this issue on 1.21.6-pre1 and 1.21.6-pre2

This issue makes teleport_duration with rotation unusable on 1.21.5, it would be awesome if this could be fixed for 1.21.6.

I’m also experiencing this bug, and I’ll share some more information to reproduce this issue.

Use this command to summon a block entity with a teleport_duration set to 20 ticks:

/summon block_display ^0.5 ^1 ^2.5 {Tags:["test"],block_state:{Name:"minecraft:cyan_concrete"},teleport_duration:20}

Then you can rotate the entity using a teleport or rotate command:

execute as @e[tag=test] rotated as @s run rotate @s ~180 ~

Repeat this command multiple times. The entity should rotate 180° consistently in 1 second, but instead, it gets randomly stuck and doesn’t finish the transition.

I’ve also attached a small sample world with command blocks to reproduce this issue easily.

[media]

I also have the same problem on switch, all coins and world are lost. but the world and coin is normal on iphone.

Just the extra vertical velocity from the jump boost...

On Sun, May 22, 2016 at 3:38 AM, Marcus L (JIRA) <[email protected]> wrote:

> Marcus L <https://bugs.mojang.com/secure/ViewProfile.jspa?name=NukeML>
> commented on an issue
>
> Re: Sprinting stops after autojump
> <https://bugs.mojang.com/browse/MC-102131>
>
> However if you have jump boost it will always retain the sprint
> afterwards. Very strange.
> [image: Add Comment]
> <https://bugs.mojang.com/browse/MC-102131#add-comment> Add Comment
> <https://bugs.mojang.com/browse/MC-102131#add-comment>
>
>
> Minecraft <https://bugs.mojang.com/browse/MC> / [image: Bug]
> <https://bugs.mojang.com/browse/MC-102131> MC-102131
> <https://bugs.mojang.com/browse/MC-102131>
> Sprinting stops after autojump <https://bugs.mojang.com/browse/MC-102131>
> Auto jump is activated, and if you sprint up a block the sprint stops
> instantly.
> This message was sent by Atlassian JIRA (v6.1.6#6162-sha1:7af547c)
> [image: Atlassian logo]
>

Can you please change your language to en_us and provide the above again, also paste the screen shot into paint, save the picture, then upload that picture.

Oh, sorry, yes i see that, One in survival, other in creative...
Can he try throwing the ender pearl sideways into the portal?
Ill get back to this when i test this bug a bit.

You threw your ender pearl up, it landed in the block above the other portal.

This can be closed, it works as intended, if you are too far from the place the map was made, you will not see your location on the map

What resource pack were you using?
Cant tell, it got cut off

Someone forgot to check if windows was automatically resizing their crosshair...
I have not tested it yet.
I recommend you put your java version in the environment as well.

One more thing, if you sprint at +/-90 +/-180 or 0 degrees, you can still succeed while sprinting.

I would say auto jump does not take the players velocity into account, when sprinting you run into the top of the block, when charging your bow, it fails.

So instead of fixing the performance issues you just pretend that they don't exist?
Look at the last picture. This is after I have been out of the actual game for well over 5 minutes please explain to me how there is a need for the program to be utilising 1.246 GB of memory when the program is idling on the main screen. Dont make me post another bug report with screenshots with previous stable releases showing how they don't behave like this because they don't have a line of code dumping garbage into RAM every time it is called(a memory leak).

I can confirm this in 13w24b

As i sad a few comments above, the System is working, but has a few bugs. If you give a Sword to a Zombie with speed and attack modifiier you will see it clearly. Most of the time the modifiers will work. Sometimes the modifiers are working, but will loose theyr effect at random times.

I attached a schematic of a Zombie spawner. The Zombie has a sword with speed and attack modifiers.

I created the spawner like so:

  • Spawned a regular zombie via spawn egg.

  • Modified the zombie in MCEdit, so the Zombie can pick up loot.(Just setting the tag CanPickUpLoot to 1)

  • Added the speed and attack modifier to a sword.

  • Gave the sword to the zombie in minecraft

  • Made a spawner out of the zombie with the CreateSpawner filter

Yeah, i was sending him this message, because i saw nobody of the mojang team noticed this bug.

The crash log is only listing a creeper, because i spawned a creeper earlier with a mob egg in the world. The spawner itself is a zombie spawner. If it´s needed i can update the crash log with just a spawner in the world

I am pretty sure its relaed to the new attribute system. If i create a spawner by a normal Zombie, the spawner will have the SpawnData give by the zombie. So like the zombie had, the spawner will have an TAG_List Attributes. if minecraft now wanna load this spawner, it will crash. But if i remove the Attributes List from the spawner it works fine.

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