So yesterday I created a minecraft survival world in 1.13 default on realms, I played for about an hour to an hour and a half and I found a few bugs. These bugs included half-cut trees and floating grass(similar to floating sand), I found 3 half-cut trees, 2 were oak and 1 was birch, the floating grass was only found once over a pond/cave opening, once they were updated with a block they broke(as they should), the trees seemed to be cut in half because they were spawned really close to another tree and some of its leaves turned to air.
I don't understand you language but from what I could find you said "and of course mysterious constructions on the totally flat map" so I think you are talking about the randomly spawned structures on a flat world and to find it just go in any direction for a while and you will soon find it.
Yes I found this legit, the seed is 3530143947411688722, I tried this in realms so i'm not sure if it will work in single player. If you want the coordinates it might take me a little while to get it because I found this while exploring.
Well-known and well-documented bugs. Sorry, I don't have any links to the bug tracker, but they're so established that Mojang's probably just basically never going to fix, like so many others. We've seen time and time again that votes on the bug tracker have no discernible influence on Mojang anyway.
Rollback Post to RevisionRollBack
My short story-like journals; quick-and-easy reads:
The cut-off trees are due to a chunk error (if you delete chunks in e.g. MCEdit you'll find that a half-chunk wide strip does not repopulate due to how the game places features like trees) and/or an error with decorating chunks during world generation, of which 1.13 has numerous reports of.
The floating grass over a pond, as well as grass on sand and other oddities, have always been around and I really doubt they will ever be fixed because of what it would involve (it has to do with the way decorations are placed; while they are centered within 16x16 block areas anything more than 1x1 blocks in size can extend outside into adjacent areas, thus, a patch of sand or lake can replace blocks below other features - to avoid this the game would need to exhaustively check for every single block that might be part of another feature, which would no doubt make world generation incredibly slow and even more prone to bugs due to all the blocks that would need to be checked, including updating the checking code every time a new feature was added). However, 1.13 did introduce some additional manifestations of this; I've seen people post screenshots of lakes in the middle of villages, which is impossible in earlier versions because it disables their generation in any chunk with part of a village, so this code must have been broken.
If anyone cares, trees on sand or gravel don't decay their leaves, unlike grass and flowers. That's at least true for 1.12 and 1.5, I haven't played any other version of the game long enough to discover this. But I'm sure it's common in all versions, so there's not much you can do. I also think it's intentional, but I find it really annoying when lava lakes generate through desert temple TNT areas and blow up the loot before you even know there's a temple in the area.
If anyone cares, trees on sand or gravel don't decay their leaves, unlike grass and flowers. That's at least true for 1.12 and 1.5, I haven't played any other version of the game long enough to discover this. But I'm sure it's common in all versions, so there's not much you can do. I also think it's intentional, but I find it really annoying when lava lakes generate through desert temple TNT areas and blow up the loot before you even know there's a temple in the area.
I've never heard of or experienced this myself (and the code says this as well); the only way a leaf block will never decay is if it is placed by a player, which disables the decay check, otherwise, naturally generated leaves are never marked as "permanent". Maybe you meant a tree which was partly overwritten by something else? Leaves placed during world generation won't decay unless they receive a block update (specifically, a log block is broken, which notifies neighboring leaves), which sets another decay check bit. Trees themselves also do not care what block they are on (below the trunk) since they are not entities/tile entities in any manner (leaves only care if there is a log block or not within 4 blocks (taxicab distance)).
I did mean trees that still had their logs, obviously. Floating leaves on their own don't stand a chance. And I assure you the lava in temple thing is very real. It's almost as bad when a mob spawns down there and hits the pressure plate, but you can't prevent it in this case by breaking the blue seal of the room.
Never experienced a lava lake inside a temple, but I did find one that had one that generated close enough to share a wall with the pit trap (I made a cobblestone generator there).
My funniest and most irritating experience in Minecraft was discovering a completely buried desert temple by chance mining in a dune, then popping the seal open and watching the whole treasure room explode, to reveal a lava lake mess below. The timing was horribly perfect. Any later, and I would've died (it was a hardcore world).
Ha! I was looking over the edge of the treasure shaft in a desert-only hardcore world when a lava-induced dynamite explosion happened. So, I've had that exact same feeling of relief that it didn't happen a few seconds later!
Rollback Post to RevisionRollBack
My short story-like journals; quick-and-easy reads:
Maybe it's intentional? People used to think rock basins and circular caves were accidents. Plus with all of the chunk errors, rivers overwriting caves and strongholds completely etc. it's not unlikely another overwriting bug could happen.
I've seen that glitch for a long time it just happens in the game generation when some stuff goes wrong. Not just on 1.13. Also quick fact, it's a glitch not a bug because a glitch sometimes happens when a bug always happens.
Maybe it's intentional? People used to think rock basins and circular caves were accidents. Plus with all of the chunk errors, rivers overwriting caves and strongholds completely etc. it's not unlikely another overwriting bug could happen.
Rivers do not overwrite caves or strongholds, at least not directly; the code checks for water in their path and refuses to generate any parts that would intersect it (a related misconception is that caves overwrite strongholds when in reality the stronghold generator does not replace air when generating walls (except for the portal room, which always overwrites water and air; other interior parts, like library bookshelves, also overwrite air); in any case it is impossible for a river or cave to directly overwrite another feature since they are terrain, which is generated in an entirely separate step from chunk decoration, which can only be placed in a chunk after terrain has been generated because it doesn't exist until then).
Also, this appears to have changed for strongholds in 1.13 since people have posted screenshots of underwater strongholds (not just a portal room):
(I fixed this "bug" in my own mod years ago by changing just one bit of code, including making strongholds always completely overwrite air so the massive caves in my mods do not turn them into a bunch of random floating bits. I also replaced the code that checks for water in the path of caves so they nicely contour around water instead of suddenly ending, as well as have underwater sand and gravel patches use a solid block instead if they are over air so they do not cave in, like in this example, where the top of the cave is just below the seafloor)
Also, floating grass over a lake is a bug, not a glitch because it definitely is reproducible and the cause is clearly known; you'll find the exact same thing happens each time you recreate a world while a glitch would be like this bug.
So yesterday I created a minecraft survival world in 1.13 default on realms, I played for about an hour to an hour and a half and I found a few bugs. These bugs included half-cut trees and floating grass(similar to floating sand), I found 3 half-cut trees, 2 were oak and 1 was birch, the floating grass was only found once over a pond/cave opening, once they were updated with a block they broke(as they should), the trees seemed to be cut in half because they were spawned really close to another tree and some of its leaves turned to air.
(This is attached)
Can someone help me find mysterious things?
e eu estou na versão 1.12.2 por isso não foi o herobrine
I'm sorry I don't understand could you specify "mysterious things" for me?
e claro comtruções mesteriosas no mapa totalmente plano
no mapa totalmente plano
pesso desculpa mas o teclado está bugado
o teclado está bugado
as construções são um T gigante escavado e umas pequenas escadas enterradas
I don't understand you language but from what I could find you said "and of course mysterious constructions on the totally flat map" so I think you are talking about the randomly spawned structures on a flat world and to find it just go in any direction for a while and you will soon find it.
Is this legit, did you mine out half of the tree leaves or they spawned naturally?
Can I see the seed of your world?
Yes I found this legit, the seed is 3530143947411688722, I tried this in realms so i'm not sure if it will work in single player. If you want the coordinates it might take me a little while to get it because I found this while exploring.
Well-known and well-documented bugs. Sorry, I don't have any links to the bug tracker, but they're so established that Mojang's probably just basically never going to fix, like so many others. We've seen time and time again that votes on the bug tracker have no discernible influence on Mojang anyway.
My short story-like journals; quick-and-easy reads:
My Quest for Elytra Complete! (Pic Intense, End-Game Spoilers)
[Journal & Pics] After a Year and a Half, I Finally Found a Jungle
FrozenCore: Hardcore Death; 3/20/15 to 5/3/15; Eight Weeks on a Frozen World in Pictures
The cut-off trees are due to a chunk error (if you delete chunks in e.g. MCEdit you'll find that a half-chunk wide strip does not repopulate due to how the game places features like trees) and/or an error with decorating chunks during world generation, of which 1.13 has numerous reports of.
The floating grass over a pond, as well as grass on sand and other oddities, have always been around and I really doubt they will ever be fixed because of what it would involve (it has to do with the way decorations are placed; while they are centered within 16x16 block areas anything more than 1x1 blocks in size can extend outside into adjacent areas, thus, a patch of sand or lake can replace blocks below other features - to avoid this the game would need to exhaustively check for every single block that might be part of another feature, which would no doubt make world generation incredibly slow and even more prone to bugs due to all the blocks that would need to be checked, including updating the checking code every time a new feature was added). However, 1.13 did introduce some additional manifestations of this; I've seen people post screenshots of lakes in the middle of villages, which is impossible in earlier versions because it disables their generation in any chunk with part of a village, so this code must have been broken.
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
If anyone cares, trees on sand or gravel don't decay their leaves, unlike grass and flowers. That's at least true for 1.12 and 1.5, I haven't played any other version of the game long enough to discover this. But I'm sure it's common in all versions, so there's not much you can do. I also think it's intentional, but I find it really annoying when lava lakes generate through desert temple TNT areas and blow up the loot before you even know there's a temple in the area.
I've never heard of or experienced this myself (and the code says this as well); the only way a leaf block will never decay is if it is placed by a player, which disables the decay check, otherwise, naturally generated leaves are never marked as "permanent". Maybe you meant a tree which was partly overwritten by something else? Leaves placed during world generation won't decay unless they receive a block update (specifically, a log block is broken, which notifies neighboring leaves), which sets another decay check bit. Trees themselves also do not care what block they are on (below the trunk) since they are not entities/tile entities in any manner (leaves only care if there is a log block or not within 4 blocks (taxicab distance)).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
I did mean trees that still had their logs, obviously. Floating leaves on their own don't stand a chance. And I assure you the lava in temple thing is very real. It's almost as bad when a mob spawns down there and hits the pressure plate, but you can't prevent it in this case by breaking the blue seal of the room.
Never experienced a lava lake inside a temple, but I did find one that had one that generated close enough to share a wall with the pit trap (I made a cobblestone generator there).
My funniest and most irritating experience in Minecraft was discovering a completely buried desert temple by chance mining in a dune, then popping the seal open and watching the whole treasure room explode, to reveal a lava lake mess below. The timing was horribly perfect. Any later, and I would've died (it was a hardcore world).
Ha! I was looking over the edge of the treasure shaft in a desert-only hardcore world when a lava-induced dynamite explosion happened. So, I've had that exact same feeling of relief that it didn't happen a few seconds later!
My short story-like journals; quick-and-easy reads:
My Quest for Elytra Complete! (Pic Intense, End-Game Spoilers)
[Journal & Pics] After a Year and a Half, I Finally Found a Jungle
FrozenCore: Hardcore Death; 3/20/15 to 5/3/15; Eight Weeks on a Frozen World in Pictures
Yeah, the shaved tree glitch has been around a while, i had one in a jungle biome generated pre 1.7
How it appears on Minutor
Mintutor now works in 1.13!
MrKite & Mc_Etlam ... I salute you!
Maybe it's intentional? People used to think rock basins and circular caves were accidents. Plus with all of the chunk errors, rivers overwriting caves and strongholds completely etc. it's not unlikely another overwriting bug could happen.
I've seen that glitch for a long time it just happens in the game generation when some stuff goes wrong. Not just on 1.13. Also quick fact, it's a glitch not a bug because a glitch sometimes happens when a bug always happens.
If we're talking about the lake/lava-lake/lava-cave/riverbed one, that always happens. Those structures overwrite anything near them no matter what.
Rivers do not overwrite caves or strongholds, at least not directly; the code checks for water in their path and refuses to generate any parts that would intersect it (a related misconception is that caves overwrite strongholds when in reality the stronghold generator does not replace air when generating walls (except for the portal room, which always overwrites water and air; other interior parts, like library bookshelves, also overwrite air); in any case it is impossible for a river or cave to directly overwrite another feature since they are terrain, which is generated in an entirely separate step from chunk decoration, which can only be placed in a chunk after terrain has been generated because it doesn't exist until then).
Also, this appears to have changed for strongholds in 1.13 since people have posted screenshots of underwater strongholds (not just a portal room):
https://www.reddit.com/r/Minecraft/comments/9350d4/so_i_accidentally_found_a_stronghold_underwater_i/
(I fixed this "bug" in my own mod years ago by changing just one bit of code, including making strongholds always completely overwrite air so the massive caves in my mods do not turn them into a bunch of random floating bits. I also replaced the code that checks for water in the path of caves so they nicely contour around water instead of suddenly ending, as well as have underwater sand and gravel patches use a solid block instead if they are over air so they do not cave in, like in this example, where the top of the cave is just below the seafloor)
Also, floating grass over a lake is a bug, not a glitch because it definitely is reproducible and the cause is clearly known; you'll find the exact same thing happens each time you recreate a world while a glitch would be like this bug.
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?