mojira.dev

setzke

Assigned

No issues.

Reported

MC-93678 SkeletonTrap horses spawn skeletons during doMobSpawning=Flase Duplicate MC-56253 /execute from half slab rounds Y down not up Duplicate MC-44007 Spammers can crash any Vanilla server with a few keystroke from chat window Duplicate MC-41843 setblock will not set an iron or wooden door Works As Intended

Comments

If patched in the way Michal says, but a player has had one of these trapped horses spawn before setting doMobSpawning false, then there will be more skeleton spawning, on the backs of horses, with soMobSpawning set to false. Correct me if I'm wrong but that is also not "works as intended".

Edit for clarity:
A working skeleton trap shouldn't work if doMobSpawning is false, because that's skeletons spawning with doMobSpawning false. Correct me if I'm wrong.

Confirmed in 1.9-pre3
Steps taken:
Created new flat world using snapshot 1.9-pre3.
1. Turned off Mob Spawning by typinng: /gamerule doMobSpawning false
2. Set difficulty to peaceful by typing: /difficulty peaceful
3. summon a trapped skeleton horse by typing: /summon EntityHorse ~ ~ ~ {SkeletonTrap:1}

Result was the immediate expansion of the horses.
4-9. Repeat steps 2 & 3, but set difficulty to easy, medium, then hard.

Result: Horses immediately expand and skeletons are on them, with each difficulty.

@Sonic Thank you, I did not see those when I searched... probably due to the short title preview in search side panel. HOWEVER:

That is slightly different as this is done in clear weather. The other implies that a thunderstorm is needed which is not the case at all. Furthermore this ticket gives reproducible methods as well as more thorough information about the mechanics and how they interact with others. (e.g. Peaceful)

In addition, trapped horses do not respond to LightningBolts at all. The mechanic merely appears to be a lightning bolt. This can be confirmed by the other tickets which show this untrapping effect not influencing other lightning-responsive mobs, the lack of fire on the mob / surrounding area, and the fact that if you summon one of these horses away from you then /execute a LightningBolt summon to it, nothing happens except it burns. Move closer and it triggers. Those other similar tickets are frankly inaccurate and spread false information which will only delay the resolution process.

POSSIBLY RELATED:

Do this in single player (1.8.1):
/scoreboard objectives add timeAlive stat.timeSinceDeath
/give @p written_book 1 0 {resolved:1b,title:"",author:"",pages:["{score:{name:\"setzke\",objective:\"timeAlive\"}}"]}

Then do the exact same thing in a multiplayer server 1.8.1, and the book will be blank.
On Single Player, the score is updated every time you open it. This is really frustrating because I designed something in SP. I move it to the server, and it's a major feature is now useless. Is there any way around this? (Also, @p instead of a static name doesn't work in this case where resolved:1b is used.)

Okay. My apologies. I found this page after LordBaconite's account of what occurred - a flaming zombie following him through a portal. He claimed it crashed like it does on our server if a flaming arrow is shot through the portal.

Have a good day and good luck.

The crash from the 30th is what I believe was it, due to user LordBaconite believing he was the cause. Me trying to understand the crash file makes it look like it had to do with an oddly placed XPOrb, however.

5 days before we had another crash - this one mentions a zombie.
I can't say for sure these are related but if they help, then I'm glad. Thanks for your time.

Confirmed 1.8.1 for MinecartCommandBlock.

A user had a burning zombie follow him through a portal, he died and the server crashed.
1.8.1 I can retrieve the crash report from the server owner upon request, if that would help.

Thanks guys. And that resource pack thing is a good idea; I was already using a server-side resource pack so if it comes to that later, I can - thanks. 🙂

This "works as intended" change makes it impossible for a map-maker to have custom items work in custom villager trades.

Maps with custom villagers that take emeralds with damage value of 1 instead of 0 are now useless and the whole of the map dynamics are poisoned by the fact that players can use normal emeralds and not the special ones dictated by the map & its maker. I currently know no way around this, as Villagers ignore names, Lore, and other tags... but paid attention to damage / data values.

@Gianluca use [code]

This doesn't crash the game when using non-utilized damage values with other blocks, such as stone, dirt, wool, emeralds, etc, but the game crashes if you do so with sand, making it unique and thus a glitch.

The inventory must be cleared of the item using outside sources before the single player game can be reloaded. <- this sucks if you did a typo of bumping "2" instead of 1.

Confirmed in 14w21b.

As an admin of a 1.7.8 vanilla smp server, I can confirm that beds do irregularly obstruct players in this version. Even with many players saved at the same bed, some will get returned to the world spawn while others will not. We've had to make everyone put in the precaution of having solid blocks on each side of bed, including corners, and 2-high column of air above each of these. 3-high if there still seems to be issues.

The last time I eye-witnessed this glitch was 2 days ago, and the only possible "obstruction" was that there were torches in the corners by the head of the bed, on I believe it was ground level. This only obstructed one player, and the rest respawned at this bed fine.

confirmed 1.7.8

Did not test in spawners, however is still true in 14w21b.
Here's proof:
http://youtu.be/FmQva1Vr4RA

This was fixed. I thank soooo much who ever fixed this!

Confirmed in 14w11b. Update: The numbers of increase are way higher, and not static like mentioned in my previous comment.

I wish /me @a would NOT work. That's how spammers crash multiplayer clients that have their chat on. :C

How is this "unconfirmed"? Join any Vanilla server with 20+ members and type /me @a @a @a @a

Watch everyone, including yourself, get disconnected

Applies while walking and holding JUMP, as well. Difference being that it increases stat by 1, instead of 11, and only begins during air-time of 2nd jump.