[MC-12053] Creative: Items dropped from hotbar slot 1 don't stack with slot 1 Created: 16/Mar/13 Updated: 23/Mar/13 Resolved: 16/Mar/13 |
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| Status: | Resolved |
| Project: | Minecraft: Java Edition |
| Component/s: | None |
| Affects Version/s: | Snapshot 13w11a |
| Fix Version/s: | None |
| Type: | Bug | ||
| Reporter: | Kumasasa | Assignee: | Unassigned |
| Resolution: | Duplicate | Votes: | 0 |
| Labels: | None | ||
| Environment: |
Win 7-64 |
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| Attachments: |
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| Confirmation Status: | Unconfirmed | ||||||||||||||||
| Game Mode: | Creative | ||||||||||||||||
| Description |
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Items dropped from the hotbar while show survival inventory in creative mode, don't stack with the remaining items of slot 1, instead the next free slot is used. Steps to reproduce:
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| Comments |
| Comment by Kumasasa [ 16/Mar/13 ] |
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@Markku: Clearly the same issue. |
| Comment by Kumasasa [ 16/Mar/13 ] |
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Duplicate of |
| Comment by Markku [ 16/Mar/13 ] |
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Hmm.. duplicate of Also, I dug into the relevant code, and seems the relevant code is decreasing the count on the 'slot' the method has been provided with (client side thing), but when it sends a packet to server, the packet is one that defines the slot as constant '-1'. Server doesn't know which slot to adjust (or adjusts some wrong slot?) and thus the server side count is kept unchanged. Once the player e.g. presses 'Q' outside inventory, a normal packet to handle that is sent to server, which then returns its idea of the quantity to the client. That quantity will be naturally original quantity - 1. I think I need to continue on the 5415... |
| Comment by Markku [ 16/Mar/13 ] |
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After finishing (and confirming) the reproduction steps, I continued with using 'q' while inventory was closed. The slot 1 quantity immediate jumped to 63 (from 60). This could indicate that the quantity shown while inventory is open is decreased, but the stack size is kept full. Thus, when picking the first dropped items back, the first slot stack being full forces the use of the next slot. This can be further tested by using non-full stack at first; as long as the initial amount + dropped amount fits in single stack, the next slot is not taken into use. Edit: more clearly, the bug is not that the items wouldn't stack, the bug is that the stack quantity is not really reduced (while the quantity number would show it is). |