Unglitch is a bugfix mod to prevent entities from glitching through blocks and more. It started out as an attempt to fix only permanent, server-side glitches (e.g. animals permanently escaping fences, see MC-2025), but now greatly reduces temporary, client-side glitches (MC-10) as well. Thanks to TiberiusXVI, who altered the mod so it fixes some rendering errors, too, and he contributed to an extended mode, which also fixes/improves the swimming mechanics of mobs (especially small ones like babies and squids) and makes items, mobs, players, and xp orbs get pushed out of blocks correctly.
The mod is available both as a forge core mod and a regular vanilla mod. The forge mod can be used for both clients and servers. For multiplayer, it's not absolutely necessary to have the mod installed on both sides; the mod will do the best it can on whichever side it is. To fix every bug mentioned below, it must be installed on both sides though. Also, when running on a server, you should turn the compatibility mode on (/config/chunkbase_unglitch.cfg) if there are players without the mod; otherwise, they will experience much more glitches than before. In the config file, you also have the option to turn extended mode off (see below).
For vanilla, there are are separate downloads for client vs server and default mode vs extended mode. For multiplayer, the vanilla mod should only be used if both sides have the same version installed. The client mod will most likely be incompatible with lots of other mods. Thus, I recommend you use the forge version.
Changes - Both Modes
Here's what the mod (should) always fix:
Entities permanently glitching through fences or certain other blocks (full blocks excluded; see link below for full list). Gets worse the more mobs you have colliding with that particular block in your world. Only affects SSP (or opened to LAN).
Flickering bounding boxes of blocks selected with the crosshair. Only affects SSP (or opened to LAN).
Weird collisions with chests and anvils
NPCs permanently glitching through blocks on chunk reload. Happens mostly at specific coordinates.
XP orbs changing their size from 0.5 to 0.25 after the first reload (now always 0.25)
XP orbs being spawned client-side at 32 times their real coordinates (i.e. orbs being invisible for the first few seconds)
Boats sinking into the ground client-side when the player gets in or the boat gets pushed down
Unfortunately, as a result of the client/server split and certain optimizations to keep the bandwidth low, not every single "glitchy" behavior (like mobs being warped to a slightly different position, or mobs appearing to fall off the ground) can be fixed, especially with lag.
Anyways, the following things should be greatly improved:
Entities temporarily glitching through blocks client-side (especially when starting the game)
XP orbs and items behaving very "glitchy"
Spiders appearing to fall down when they're climbing but are stuck at a block above them
Swimming mobs appearing to fall down they're swimming upwards but are stuck at a block above them
Jerky client-side movements of boats on the ground
If you're tech-savvy and interested, I put up a github repository with a more detailed explanation of some bugfixes, as well as two test worlds and source code snippets: https://github.com/taurose/Unglitch
Changes - Extended Mode
The extended mode of the mod adds the following changes to the mod:
Better algorithm for pushing items, orbs, NPCs and players out of blocks. The current method does has many quirks, like items being constantly pushed back and forth between two blocks or item sinking into the ground. Items (and orbs) can still be moved vertically though, if there's no other way for the item to escape the block.
NPCs get pushed out of blocks too (note that this doesn't allow them to glitch into other blocks; it only tells them where to move)
Fixed/Improved swimming behavior of entities, allowing small mobs to swim upwards
Fixed/Improved swimming behavior of squids, allowing them to (better?) swim upwards
Added splash effect and sound to items
Removed splash effect and sound from boats
So unlike the basic mode, which is designed to minimally affect server-side game mechanics, this mode does so at a higher level, removing some of the quirks you might have gotten used to, especially in regards to small swimming mobs and squids (note that judging by the code this behavior was originally not intended. There's a lot of weird things happening..). Apart from that, however, I don't think it will break many player contraptions, and should generally be an improvement. Feedback is appreciated
Thanks again to TiberiusXVI, who contributed these changes to the mod.
The mod is installed the same way as any other conventional JAR-mod for vanilla.
Vanilla Client:
Download the client mod
If you haven't done so already, start the official launcher to download the version of Minecraft you want to use (e.g., 1.6.2)
Go to the "versions" folder inside your minecraft installation (by default %appdata%/.minecraft/versions on Windows)
Create a copy of the folder whose name corresponds to the Minecraft version you want to use and name it however you want (e.g., 1.6.2_modded)
Inside that folder, rename the existing .jar and .json files according to the folder name you just chose
Open up the .json file in a text editor and replace the contents of the second pair of quotes with the folder name. For example, change
"id": "1.6.2"
to
"id": "1.6.2_modded".
Open both the downloaded mod and the jar file inside the folder with WinRAR.
Bring the minecraft.jar window to front, select the META-INF folder and press the delete button.
Bring the window of the mod archive to front and select all files and folders inside the archive.
Drag and drop the selection into the jar archive's window, or: press Ctrl + C , bring the jar window to front and then press Ctrl + V .
Close both WinRAR windows
Start the official Minecraft launcher, click on "Edit Profile", and, under "Use version", select your newly created version (in this case, 1.6.2_modded)
Save the profile, click "Play" and enjoy
Vanilla Server:
Download the server mod.
Open both the downloaded mod and minecraft_server.jar with WinRAR.
Bring the window of the mod archive to front and select all files and folders inside the archive.
Drag and drop the selection into the minecraft_server.jar archive's window, or: press Ctrl + C , bring the minecraft.jar window to front and then press Ctrl + V .
I eagerly await the forge compatible version ...
Thank you.EDIT: Or, if you can't make a separate forge compatible add-on, pull requests to modify forge to include these bug fixes.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Yeah, I was planning on that. The way I understand it, it is possible as a core mod, but that seems a bit complex without any prior experience (and I guess it may still break some mods). So I wanted to see people's reactions first. Have you tried it out in vanilla?
The pull requests are a cool idea, at least for some of the very obvious clerical errors. I'll give that a thought.
I like this fix/mod, I do hope you've kept it compatible with Magic Launcher this time. Here's hoping the devs adopt it!
Rollback Post to RevisionRollBack
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
So far, so good using this with Magic Launcher. Also, I am able to move around the location that caused problems with earlier fixes with no game freezing. Happy, happy!
I have noticed one consequence of using this unglitch fix (standard or extended). When you use noclip mode of Single Player Commands (SPC), instead of seeing through normal block textures when you go underground, you simply see a close-up of a normal block texture for the current block (dirt, rock, etc.)
Using Magic Launcher makes it easy to exit Minecraft and disable/re-enable the unglitch fix.
I want to report there's a tiny bitsy problem with the animals. If u damage them , they keep running infinitly ( They don't reset ) and u won't be able to breed them ( Fully ignoring u or other animals that have the breed state ) meaning u have to kill them .
Okay , first of all , I want to thank u Daniel and Alexander for this bug fix. Really great mod which fixed most of the escaping and chunk problems. I want to report there's a tiny bitsy problem with the animals. If u damage them , they keep running infinitly ( They don't reset ) and u won't be able to breed them ( Fully ignoring u or other animals that have the breed state ) meaning u have to kill them . But anyway nice job on that fix keep it up.
I have noticed that if I accidentally injure an animal (e.g. striking a sheep while throwing an egg), exiting and restarting the game seems to "heal" the animal back to normal.
Useful, but my question is, will it fix glitching with other forge mods, say IC2, so if you are on a server, and somebody trolls you by filling your cable network with chickens, will this fix the glitching?
@ChodaBoy: Not sure what you mean with striking a sheep while throwing an egg. Does this happen only with the mod?
The egg throwing was an attempt at an example of how you might unintentionally injure an animal and is completely unrelated to this mod. I was "hatching" eggs by throwing them against something and a sheep got too close and it got hit by an egg. However, thanks to this unglitch fix, NONE of the hatchlings has ever suffocated inside a block. Yay!
As far as I can tell, the unglitch fix is working perfectly for me.
Just stopping by to say thank you for making this great mod. My vanilla 1.6.2 chicken farms were a mess, the little buggers would always escape from my cauldron. Now that I have this mod I can jam hundreds of chickens into a single cauldron without having to worry about them escaping and being everywhere but in my farm.
Keep up the good work.
Forge version works great btw!
P.S. Tested with the following forge mods installed along side of unglitch:
Edit: A little problem. Don't know if it's mod-dependent, but with Natura installed, mobs may glitch through the new trees and will get hurt like they are in water or simply stuck. Without Unglitch, mobs are not pushable into newly added trees.
Oh, yeah, I think I know what's causing this and I'll try to fix it soon. If I'm right, this should affect all modded blocks, but only in SSP.
Useful, but my question is, will it fix glitching with other forge mods, say IC2, so if you are on a server, and somebody trolls you by filling your cable network with chickens, will this fix the glitching?
I never played IC2; there isn't a 1.6.2 version, is there? If you're talking about the temporary glitches, they should be fixed for any modded and vanilla block (unless the block has its own collision bugs, like chests and anvils do right now without Unglitch).
Once I fixed the bug mentioned above, modded blocks whose size can vary (like fences) may still cause permanent glitches in SSP. It depends a lot on the way it is coded. If it should turn out to be a problem, I think I could make Unglitch fix those blocks as well though.
Good catch, I forgot to include a fix for this. Will update soon. Turning off extended mode should fix it for now.
By the way, the nature of this bug is quite funny. The hopper is programmed to only suck up items which are in the block space above it. However, the hopper isn't a full block; there is a pit at the top as the visual model suggests. So items that somehow make into that pit aren't sucked in. The reason this works in vanilla is because of the buggy pushOutOfBlocks function, which thinks that the hopper is a full block and thus pushes items inside the pit upwards, back into the "sucking zone"
Okay , first of all , I want to thank u Daniel and Alexander for this bug fix. Really great mod which fixed most of the escaping and chunk problems. I want to report there's a tiny bitsy problem with the animals. If u damage them , they keep running infinitly ( They don't reset ) and u won't be able to breed them ( Fully ignoring u or other animals that have the breed state ) meaning u have to kill them . But anyway nice job on that fix keep it up.
Unglitch is a bugfix mod to prevent entities from glitching through blocks and more. It started out as an attempt to fix only permanent, server-side glitches (e.g. animals permanently escaping fences, see MC-2025), but now greatly reduces temporary, client-side glitches (MC-10) as well. Thanks to TiberiusXVI, who altered the mod so it fixes some rendering errors, too, and he contributed to an extended mode, which also fixes/improves the swimming mechanics of mobs (especially small ones like babies and squids) and makes items, mobs, players, and xp orbs get pushed out of blocks correctly.
The mod is available both as a forge core mod and a regular vanilla mod. The forge mod can be used for both clients and servers. For multiplayer, it's not absolutely necessary to have the mod installed on both sides; the mod will do the best it can on whichever side it is. To fix every bug mentioned below, it must be installed on both sides though. Also, when running on a server, you should turn the compatibility mode on (/config/chunkbase_unglitch.cfg) if there are players without the mod; otherwise, they will experience much more glitches than before. In the config file, you also have the option to turn extended mode off (see below).
For vanilla, there are are separate downloads for client vs server and default mode vs extended mode. For multiplayer, the vanilla mod should only be used if both sides have the same version installed. The client mod will most likely be incompatible with lots of other mods. Thus, I recommend you use the forge version.
Changes - Both Modes
Here's what the mod (should) always fix:
Anyways, the following things should be greatly improved:
Changes - Extended Mode
The extended mode of the mod adds the following changes to the mod:
Thanks again to TiberiusXVI, who contributed these changes to the mod.
Download
1.6.4
Unglitch Forge (Core Mod) (Recommended): http://chunkbase.com/download/mod/Unglitch-Forge-1.6.4-1.2.jar
Warning: Early release. Make sure to backup your world!
1.6.2
Unglitch Forge (Core Mod) (Recommended): http://chunkbase.com...e-1.6.2-1.2.jar
Unglitch Client: http://chunkbase.com...h-1.6.2-1.2.zip
Unglitch Server: http://chunkbase.com...r-1.6.2-1.2.zip
Unglitch Extended Client: http://chunkbase.com...1.6.2-1.2.zip
Unglitch Extended Server: http://chunkbase.com...1.6.2-1.2.zip
Installation
Vanilla Client:
to
"id": "1.6.2_modded".
Also check out the Bugfix mods by rivvest for more fixes
Feedback is appreciated =)
Thank you.EDIT: Or, if you can't make a separate forge compatible add-on, pull requests to modify forge to include these bug fixes.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
The pull requests are a cool idea, at least for some of the very obvious clerical errors. I'll give that a thought.
Using Magic Launcher makes it easy to exit Minecraft and disable/re-enable the unglitch fix.
Did you exit and restart Minecraft?
As far as I can tell, this is vanilla behavior.
@ChodaBoy: Not sure what you mean with striking a sheep while throwing an egg. Does this happen only with the mod?
Just a normal guy. Except I'm not. No, really.
The egg throwing was an attempt at an example of how you might unintentionally injure an animal and is completely unrelated to this mod. I was "hatching" eggs by throwing them against something and a sheep got too close and it got hit by an egg. However, thanks to this unglitch fix, NONE of the hatchlings has ever suffocated inside a block. Yay!
As far as I can tell, the unglitch fix is working perfectly for me.
Keep up the good work.
Forge version works great btw!
P.S. Tested with the following forge mods installed along side of unglitch:
Oh, yeah, I think I know what's causing this and I'll try to fix it soon. If I'm right, this should affect all modded blocks, but only in SSP.
I never played IC2; there isn't a 1.6.2 version, is there? If you're talking about the temporary glitches, they should be fixed for any modded and vanilla block (unless the block has its own collision bugs, like chests and anvils do right now without Unglitch).
Once I fixed the bug mentioned above, modded blocks whose size can vary (like fences) may still cause permanent glitches in SSP. It depends a lot on the way it is coded. If it should turn out to be a problem, I think I could make Unglitch fix those blocks as well though.
By the way, the nature of this bug is quite funny. The hopper is programmed to only suck up items which are in the block space above it. However, the hopper isn't a full block; there is a pit at the top as the visual model suggests. So items that somehow make into that pit aren't sucked in. The reason this works in vanilla is because of the buggy pushOutOfBlocks function, which thinks that the hopper is a full block and thus pushes items inside the pit upwards, back into the "sucking zone"
Take a look at this thread: http://www.minecraft...-animal-panics/