We first encountered this yesterday 1. The same thing also happens when travelling in boats too.
However, this is predictive, and the client does not actually check with the server. In some cases, the server leaves the item down below, and you have to dig a hole one space down to pick up the item. The bug here is the client thinking it knows something, and presenting it as fact, without attempting to verify or correct what it shows.
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I joined a server at a few different points and it seemed to be the signs within 10 - 20 blocks around the point I joined the server were the only ones to display text. Tested in single-player. For example you'd have 51 empty bottles in your inventory, right click the stack in the pool to fill one but even though the filled bottle would now be in your inventory, it still says you have 51 empty bottle remaining. When you fill your next one it then "catches up" and changes to 49, next one stays 49, next one 47, next one stays 47, next one 45 etc etc.
This happens more in tunnels, especially on level 12, where you'll catch on fire. It appears it always happens on the same points. Their only use is, if you're underground, they tell you if it's safe to surface. But a bed does that better; if you can't sleep, it's safe to go up, and if you can sleep, then it wasn't safe, but now it is.
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In singleplayer, anyway I think it's a bad idea to have an item that could be useful hard-coded to be useless throughout two entire dimensions. That could give enormous performance improvements. When creating a new world in 1. In console it says Verify Error in class gk. Please Help! I was working in the Nether one time and when I needed some resources from my house, I went through my Nether Portal and came out with the portal surrounded in stone. I had to mine myself out of there to realise that part of my house had just reset. The chunk had replaced everything with what it used to be.
Screenshot1 Screenshot2 It has destroyed half of my storage room and I can't get any of this stuff back. This leads the surrounding land to generate beaches or be a sheer wall around the incorrect chunk. Villages have generation issues, such as several halves of buildings in the area, or floating buildings, as well as floating gravel pathways since they are generated floating, the remain so until they are broken , and floating farms.
Not sure if this is because the chest is somewhere underground, or if the chest is not being spawned. So far, only observed in Jungle biomes. The seed is a good example of this with a stronghold in a hole close to spawn which crosses an underground ravine.
If a world is deleted after playing it, some of the region files may not be removed as they are considered 'in-use' by the operating system. This wouldn't be too bad, were it not compounded by the second bug: if a new world is created with the same name, Minecraft will happily re-use the leftover chunks. This happens reliably on Windows, haven't tested other OSs. Easiest solution would be to check for and delete any existing files when creating a new world.
It is a real pity. It far too many abandoned PNJ mineshafts generated on maps about is the seed.
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All right for abandoned PNJ mineshafts near the villages of pnj, but not on all the map. It spoils the pleasure of the game. User:Le mage , 4 August Why not sandstone? Someone tell me why. I have not tested to see if they retain the damage dealt before the freeze when i re-log.
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The only way to get rid of them because of this is perhaps to continually attack and restart Minecraft, or for them to fall into the void. Zombies either don't get provoked at all or can be stunned into submission by a snow golem at close range. I have a zombie that spawned inside the same tiny fenced off area as a snow golem, and the golem was firing more than one snowball a second at the zombie. But rather than ripping the golem's dumb pumpkin head off, the zombie was just standing there and taking it.
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I have also seen creepers tolerating being shot multiple times by skeletons. They won't stop attacking said player until that player is slain. If the player logs off or is killed, the dogs still growl but otherwise behave like they are not aggroed. However, if they are left sitting down and the player walks away, they despawn as if they were a hostile mob. This is likely because the game thinks they are hostile untamed wolves.
Below are a few different solutions I thought of. I'm using Minecraft 1. It just looks stupid! I have raised this issue before in earlier releases.
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This bug was in version 1. Might have something to do with changing altitude. Minecraft , 2 August UTC.
This seems to be purely visual; you can not interact with the 'drifting' mob, and if they are aggressive they do not look at you or attack you. If you have lots of wolves, you could get any number from one wolf to all of them. That's jumping over a 2. I tried to protect village by myself but any priests, butchers, blacksmiths and librarians just disappear after some time just like hostile mobs.
There are houses stuffed with villagers on one side and forever empty on the other side of the village. The problem was that difficulty level was set to Peaceful, and I was very surprised to hear the zombies outside the building I was in. I changed difficulty to Easy and eradicated them, but they shouldn't even appear.
Probably unreproducible, but it should be worth checking the zombie siege algorithm. Instead, it will put them in love mode. I have not tested single player. It's a graphical glitch. This will reduce the amount of additional entities for mods to just instead of 2 31 I'm on a vanilla jar, and this happens on both singleplayer, and multiplayer. It's occured with tuxedo and Siamese cats. Only tested in SSP.
Hitting F3 reveals that there is no block light, yet sky light, as if you were outside. It also prevents mobs from spawning, which can break the map. Picture below is of my map, with the lighting glitch.
I have tested in Fast and Fancy graphics, same effect, and it affects at least the first three growth stages. A zombie was destroying a door, the zombie died, and I destroyed the door whilst in creative. As you can see, the resulting damage from the zombie remained in the air. Victims of this bug so far are brown spiders and small and medium slimes. Just like the old torch bug.