15Redstones
- 15Redstones
- 15redstones
- Europe/Stockholm
- Yes
- No
In 1.12.2, trying to throw an enderpearl while standing in tall grass resulted in the enderpearl immediately colliding with the grass.
This was fixed in 1.13, but the fix wasn't limited to player-thrown enderpearls and grass:
All Projectiles ignore the block they are spawned in!
For example, a dispenser facing into a solid block can shoot arrows through that block.
Also, mobs like skeletons or blazes can shoot at players even if they are stuck inside blocks.
This means that if a player has a renamed pet skeleton in his base encased in glass as decoration, it can now attack the player. Even worse if a player spent lots of effort capturing a ghast as decoration.
List of affected
The test world is attached for easier replication.
Suggestion on how I would fix it:
Limit the fix for the enderpearl bug to only enderpearls, only projectiles shot by players and/or only tall grass and similar blocks (cobwebs for example).
In 1.12.2, trying to throw an enderpearl while standing in tall grass resulted in the enderpearl immediately colliding with the grass.
This was fixed in 1.13, but the fix wasn't limited to player-thrown enderpearls and grass:
All Projectiles ignore the block they are spawned in!
For example, a dispenser facing into a solid block can shoot arrows through that block.
Also, mobs like skeletons or blazes can shoot at players even if they are stuck inside blocks.
This means that if a player has a renamed pet skeleton in his base encased in glass as decoration, it can now attack the player. Even worse if a player spent lots of effort capturing a ghast as decoration.
List of affected
The test world is attached for easier replication.
Suggestion on how I would fix it:
Limit the fix for the enderpearl bug to only enderpearls, only projectiles shot by players and/or only tall grass and similar blocks (cobwebs for example).
In 1.12.2, trying to throw an enderpearl while standing in tall grass resulted in the enderpearl immediately colliding with the grass.
This was fixed in 1.13, but the fix wasn't limited to player-thrown enderpearls and grass:
All Projectiles ignore the block they are spawned in!
For example, a dispenser facing into a solid block can shoot arrows through that block.
Also, mobs like skeletons or blazes can shoot at players even if they are stuck inside blocks.
This means that if a player has a renamed pet skeleton in his base encased in glass as decoration, it can now attack the player. Even worse if a player spent lots of effort capturing a ghast as decoration.
List of affected blocks/entities:
- Players can shoot all projectiles (Arrows, Eggs, Snowballs, Enderpearls, Trident) while in a block, no matter if solid or not
- Dispensers facing a solid block shoot through it
- Tested mobs: Skeletons, Blazes, Withers can all shoot while stuck in blocks
- Shulkers aren't affected because they can't be stuck in a block (teleport away)
- Likely affected too but not tested yet: Stray, Ghast, Enderdragon, Drowneds with tridents
The test world is attached for easier replication.
Suggestion on how I would fix it:
Limit the fix for the enderpearl bug to only enderpearls, only projectiles shot by players and/or only tall grass and similar blocks (cobwebs for example).
In 1.12.2, trying to throw an enderpearl while standing in tall grass resulted in the enderpearl immediately colliding with the grass.
This was fixed in 1.13, but the fix wasn't limited to player-thrown enderpearls and grass:
All Projectiles ignore the block they are spawned in!
For example, a dispenser facing into a solid block can shoot arrows through that block.
Also, mobs like skeletons or blazes can shoot at players even if they are stuck inside blocks.
This means that if a player has a renamed pet skeleton in his base encased in glass as decoration, it can now attack the player. Even worse if a player spent lots of effort capturing a ghast as decoration.
List of affected blocks/entities:
- Players can shoot all projectiles (Arrows, Eggs, Snowballs, Enderpearls, Trident) while in a block, no matter if solid or not
- Dispensers facing a solid block shoot through it
- Tested mobs: Skeletons, Blazes, Withers can all shoot while stuck in blocks
- Shulkers aren't affected because they can't be stuck in a block (teleport away)
- Likely affected too but not tested yet: Stray, Ghast, Enderdragon, Drowneds with tridents
The test world is attached for easier replication.
Suggestion on how I would fix it:
Limit the fix for the enderpearl bug to only enderpearls, only projectiles shot by players and/or only tall grass and similar blocks (
cobwebs for example).In 1.12.2, trying to throw an enderpearl while standing in tall grass resulted in the enderpearl immediately colliding with the grass.
This was fixed in 1.13, but the fix wasn't limited to player-thrown enderpearls and grass:
All Projectiles ignore the block they are spawned in!
For example, a dispenser facing into a solid block can shoot arrows through that block.
Also, mobs like skeletons or blazes can shoot at players even if they are stuck inside blocks.
This means that if a player has a renamed pet skeleton in his base encased in glass as decoration, it can now attack the player. Even worse if a player spent lots of effort capturing a ghast as decoration.
List of affected blocks/entities:
- Players can shoot all projectiles (Arrows, Eggs, Snowballs, XP bottles, Potions, Enderpearls, Trident) while in a block, no matter if solid or not
- Dispensers facing a solid block shoot through it
- Tested mobs: Skeletons, Blazes, Withers can all shoot while stuck in blocks
- Shulkers aren't affected because they can't be stuck in a block (teleport away)
- Likely affected too but not tested yet: Stray, Ghast, Enderdragon, Drowneds with tridents
The test world is attached for easier replication.
Suggestion on how I would fix it:
Limit the fix for the enderpearl bug to only enderpearls, only projectiles shot by players and/or only tall grass and similar blocks (kelp and seagrass for example).
In 1.12.2, trying to throw an enderpearl while standing in tall grass resulted in the enderpearl immediately colliding with the grass.
This was fixed in 1.13, but the fix wasn't limited to player-thrown enderpearls and grass:
All Projectiles ignore the block they are spawned in!
For example, a dispenser facing into a solid block can shoot arrows through that block.
Also, mobs like skeletons or blazes can shoot at players even if they are stuck inside blocks.
This means that if a player has a renamed pet skeleton in his base encased in glass as decoration, it can now attack theplayer. Evenworse if a player spent lots of effort capturing a ghast as decoration.List of affected blocks/entities:
- Players can shoot all projectiles (Arrows, Eggs, Snowballs, XP bottles, Potions, Enderpearls, Trident) while in a block, no matter if solid or not
- Dispensers facing a solid block shoot through it
- Tested mobs: Skeletons, Blazes, Withers can all shoot while stuck in blocks
- Shulkers aren't affected because they can't be stuck in a block (teleport away)
- Likely affected too but not tested yet: Stray, Ghast, Enderdragon, Drowneds with tridents
The test world is attached for easier replication.
Suggestion on how I would fix it:
Limit the fix for the enderpearl bug to only enderpearls, only projectiles shot by players and/or only tall grass and similar blocks (kelp and seagrass for example).
In 1.12.2, trying to throw an enderpearl while standing in tall grass resulted in the enderpearl immediately colliding with the grass.
This was fixed in 1.13, but the fix wasn't limited to player-thrown enderpearls and grass:
All Projectiles ignore the block they are spawned in!
For example, a dispenser facing into a solid block can shoot arrows through that block.
Also, mobs like skeletons or blazes can shoot at players even if they are stuck inside blocks.
This means that if a player has a renamed pet skeleton in his base encased in glass as decoration, it can now attack the player. Even worse if a player spent lots of effort capturing a ghast as decoration.
List of affected blocks/entities:
- Players can shoot all projectiles (Arrows, Eggs, Snowballs, XP bottles, Potions, Enderpearls, Trident) while in a block, no matter if solid or not
- Dispensers facing a solid block shoot through it
- Tested mobs: Skeletons, Blazes, Withers can all shoot while stuck in blocks
- Shulkers aren't affected because they can't be stuck in a block (teleport away)
- Likely affected too but not tested yet: Stray, Ghast, Enderdragon, Drowneds with tridents
The test world is attached for easier replication.
[^Projectile Bug testing.zip]
Suggestion on how I would fix it:
Limit the fix for the enderpearl bug to only enderpearls, only projectiles shot by players and/or only tall grass and similar blocks (kelp and seagrass for example).
In 1.12.2, trying to throw an enderpearl while standing in tall grass resulted in the enderpearl immediately colliding with the grass.
This was fixed in 1
.13, but the fix wasn't limited to player-thrown enderpearls and grass:All Projectiles ignore the block they are spawned in!
For example, a dispenser facing into a solid block can shoot arrows through that block.
Also, mobs like skeletons or blazes can shoot at players even if they are stuck inside blocks.
This means that if a player has a renamed pet skeleton in his base encased in glass as decoration, it can now attack the player. Even worse if a player spent lots of effort capturing a ghast as decoration.
List of affected blocks/entities:
- Players can shoot all projectiles (Arrows, Eggs, Snowballs, XP bottles, Potions, Enderpearls, Trident) while in a block, no matter if solid or not
- Dispensers facing a solid block shoot through it
- Tested mobs: Skeletons, Blazes, Withers can all shoot while stuck in blocks
- Shulkers aren't affected because they can't be stuck in a block (teleport away)
- Likely affected too but not tested yet: Stray, Ghast, Enderdragon, Drowneds with tridents
The test world is attached for easier replication.
[^Projectile Bug testing.zip]
Suggestion on how I would fix it:
Limit the fix for the enderpearl bug to only enderpearls, only projectiles shot by players and/or only tall grass and similar blocks (kelp and seagrass for example).
In 1.12.2, trying to throw an enderpearl while standing in tall grass resulted in the enderpearl immediately colliding with the grass.
This was fixed in 17w47a, but the fix wasn't limited to player-thrown enderpearls and grass:
All Projectiles ignore the block they are spawned in!
For example, a dispenser facing into a solid block can shoot arrows through that block.
Also, mobs like skeletons or blazes can shoot at players even if they are stuck inside blocks.
This means that if a player has a renamed pet skeleton in his base encased in glass as decoration, it can now attack the player. Even worse if a player spent lots of effort capturing a ghast as decoration.
List of affected blocks/entities:
- Players can shoot all projectiles (Arrows, Eggs, Snowballs, XP bottles, Potions, Enderpearls, Trident) while in a block, no matter if solid or not
- Dispensers facing a solid block shoot through it
- Tested mobs: Skeletons, Blazes, Withers can all shoot while stuck in blocks
- Shulkers aren't affected because they can't be stuck in a block (teleport away)
- Likely affected too but not tested yet: Stray, Ghast, Enderdragon, Drowneds with tridents
The test world is attached for easier replication.
[^Projectile Bug testing.zip]
Suggestion on how I would fix it:
Limit the fix for the enderpearl bug to only enderpearls, only projectiles shot by players and/or only tall grass and similar blocks (kelp and seagrass for example).
In 1.12.2, trying to throw an enderpearl while standing in tall grass resulted in the enderpearl immediately colliding with the grass.
This was fixed in 17w47a, but the fix wasn't limited to player-thrown enderpearls and grass:
All Projectiles ignore the block they are spawned in!
For example, a dispenser facing into a solid block can shoot arrows through that block.
Also, mobs like skeletons or blazes can shoot at players even if they are stuck inside blocks.
This means that if a player has a renamed pet skeleton in his base encased in glass as decoration, it can now attack the player. Even worse if a player spent lots of effort capturing a ghast as decoration.
List of affected blocks/entities:
- Players can shoot all projectiles (Arrows, Eggs, Snowballs, XP bottles, Potions, Enderpearls, Trident) while in a block, no matter if solid or not
- Dispensers facing a solid block shoot through it
- Tested mobs: Skeletons, Blazes, Withers can all shoot while stuck in blocks
- Shulkers aren't affected because they can't be stuck in a block (teleport away)
- Likely affected too but not tested yet: Stray, Ghast, Enderdragon, Drowneds with tridents
The test world is attached for easier replication.
[^Projectile Bug testing.zip]
Suggestion on how I would fix it:
Limit the fix for the enderpearl bug to only enderpearls, only projectiles shot by players and/or only tall grass and similar blocks (kelp and seagrass for example).
In 1.12.2, trying to throw an enderpearl while standing in tall grass resulted in the enderpearl immediately colliding with the grass.
This was fixed in 17w47a, but the fix wasn't limited to player-thrown enderpearls and grass:
All Projectiles ignore the block they are spawned in!
For example, a dispenser facing into a solid block can shoot arrows through that block.
Also, mobs like skeletons or blazes can shoot at players even if they are stuck inside blocks.
This means that if a player has a renamed pet skeleton in his base encased in glass as decoration, it can now attack the player. Even worse if a player spent lots of effort capturing a ghast as decoration.
List of affected blocks/entities:
- Players can shoot all projectiles (Arrows, Eggs, Snowballs, XP bottles, Potions, Enderpearls, Trident) while in a block, no matter if solid or not
- Dispensers facing a solid block shoot through it. Affects all items thrown by players and fire charges (Fireworks have been passing through blocks since they got added, don't change that please)
- Tested mobs: Skeletons, Blazes, Withers can all shoot while stuck in blocks
- Shulkers aren't affected because they can't be stuck in a block (teleport away)
- Likely affected too but not tested yet: Stray, Ghast, Enderdragon, Drowneds with tridents
The test world is attached for easier replication.
[^Projectile Bug testing.zip]
Suggestion on how I would fix it:
Limit the fix for the enderpearl bug to only enderpearls, only projectiles shot by players and/or only tall grass and similar blocks (kelp and seagrass for example).
In 1.12.2, trying to throw an enderpearl while standing in tall grass resulted in the enderpearl immediately colliding with the grass.
This was fixed in 17w47a, but the fix wasn't limited to player-thrown enderpearls and grass:
All Projectiles ignore the block they are spawned in!
For example, a dispenser facing into a solid block can shoot arrows through that block.
Also, mobs like skeletons or blazes can shoot at players even if they are stuck inside blocks.
This means that if a player has a renamed pet skeleton in his base encased in glass as decoration, it can now attack the player. Even worse if a player spent lots of effort capturing a ghast as decoration.
List of affected blocks/entities:
- Players can shoot all projectiles (Arrows, Eggs, Snowballs, XP bottles, Potions, Enderpearls, Trident) while in a block, no matter if solid or not
- Dispensers facing a solid block shoot through it. Affects all items thrown by players and fire charges (Fireworks have been passing through blocks since they got added, don't change that please)
- Tested mobs: Skeletons, Blazes, Withers can all shoot while stuck in blocks
- Shulkers aren't affected because they can't be stuck in a block (teleport away)
- Likely affected too but not tested yet: Stray, Ghast, Enderdragon, Drowneds with tridents
The test world is attached for easier replication.
[^Projectile Bug testing.zip]
Suggestion on how I would fix it:
Limit the fix for the enderpearl bug to only enderpearls, only projectiles shot by players and/or only tall grass and similar blocks (kelp and seagrass for example).
UPDATE: Looks like instead of ignoring the collision with the block they spawn in, they ignore all collisions for roughly one block.
Entity collisions seem to also be affected.
Projectilespass through solid blocksProjectiles ignore collisions after spawned
In 1.12.2, trying to throw an enderpearl while standing in tall grass resulted in the enderpearl immediately colliding with the grass.
This was fixed in 17w47a, but the fix wasn't limited to player-thrown enderpearls and grass:
All Projectiles ignore the block they are spawned in!
For example, a dispenser facing into a solid block can shoot arrows through that block.
Also, mobs like skeletons or blazes can shoot at players even if they are stuck inside blocks.
This means that if a player has a renamed pet skeleton in his base encased in glass as decoration, it can now attack the player. Even worse if a player spent lots of effort capturing a ghast as decoration.
List of affected blocks/entities:
- Players can shoot all projectiles (Arrows, Eggs, Snowballs, XP bottles, Potions, Enderpearls, Trident) while in a block, no matter if solid or not
- Dispensers facing a solid block shoot through it. Affects all items thrown by players and fire charges (Fireworks have been passing through blocks since they got added, don't change that please)
- Tested mobs: Skeletons, Blazes, Withers can all shoot while stuck in blocks
- Shulkers aren't affected because they can't be stuck in a block (teleport away)
- Likely affected too but not tested yet: Stray, Ghast, Enderdragon, Drowneds with tridents
The test world is attached for easier replication.
[^Projectile Bug testing.zip]
Suggestion on how I would fix it:
Limit the fix for the enderpearl bug to only enderpearls, only projectiles shot by players and/or only tall grass and similar blocks (kelp and seagrass for example).
UPDATE: Looks like instead of ignoring the collision with the block they spawn in, they ignore all collisions for roughly one block.
Entity collisions seem to also be affected. I'll need to do more testing on this.
In 1.12.2, trying to throw an enderpearl while standing in tall grass resulted in the enderpearl immediately colliding with the grass.
This was fixed in 17w47a, but the fix wasn't limited to player-thrown enderpearls and grass:
All Projectiles ignore the block they are spawned in!
For example, a dispenser facing into a solid block can shoot arrows through that block.
Also, mobs like skeletons or blazes can shoot at players even if they are stuck inside blocks.
This means that if a player has a renamed pet skeleton in his base encased in glass as decoration, it can now attack the player. Even worse if a player spent lots of effort capturing a ghast as decoration.
List of affected blocks/entities:
- Players can shoot all projectiles (Arrows, Eggs, Snowballs, XP bottles, Potions, Enderpearls, Trident) while in a block, no matter if solid or not
- Dispensers facing a solid block shoot through it. Affects all items thrown by players and fire charges (Fireworks have been passing through blocks since they got added, don't change that please)
- Tested mobs: Skeletons, Blazes, Withers can all shoot while stuck in blocks
- Shulkers aren't affected because they can't be stuck in a block (teleport away)
- Likely affected too but not tested yet: Stray, Ghast, Enderdragon, Drowneds with tridents
The test world is attached for easier replication.
[^Projectile Bug testing.zip]
Suggestion on how I would fix it:
Limit the fix for the enderpearl bug to only enderpearls, only projectiles shot by players and/or only tall grass and similar blocks (kelp and seagrass for example).
UPDATE: Looks like instead of ignoring the collision with the block they spawn in, they ignore all collisions for roughly one block.
Entity collisions seem to also be affected. I'll need to do more testing on this.In 1.12.2, trying to throw an enderpearl while standing in tall grass resulted in the enderpearl immediately colliding with the grass.
This was fixed in 17w47a, but the fix wasn't limited to player-thrown enderpearls and grass:
All Projectiles ignore the block they are spawned in!
For example, a dispenser facing into a solid block can shoot arrows through that block.
Also, mobs like skeletons or blazes can shoot at players even if they are stuck inside blocks.
This means that if a player has a renamed pet skeleton in his base encased in glass as decoration, it can now attack the player. Even worse if a player spent lots of effort capturing a ghast as decoration.
List of affected blocks/entities:
- Players can shoot all projectiles (Arrows, Eggs, Snowballs, XP bottles, Potions, Enderpearls, Trident) while in a block, no matter if solid or not
- Dispensers facing a solid block shoot through it. Affects all items thrown by players and fire charges (Fireworks have been passing through blocks since they got added, don't change that please)
- Tested mobs: Skeletons, Blazes, Withers can all shoot while stuck in blocks
- Shulkers aren't affected because they can't be stuck in a block (teleport away)
- Likely affected too but not tested yet: Stray, Ghast, Enderdragon, Drowneds with tridents
The test world is attached for easier replication.
Suggestion on how I would fix it:
Limit the fix for the enderpearl bug to only enderpearls, only projectiles shot by players and/or only tall grass and similar blocks (kelp and seagrass for example).
UPDATE: Looks like instead of ignoring the collision with the block they spawn in, they ignore all collisions for roughly one block.
Entity collisions seem to also be affected. I'll need to do more testing on this.
In 1.12.2, trying to throw an enderpearl while standing in tall grass resulted in the enderpearl immediately colliding with the grass.
This was fixed in 17w47a, but the fix wasn't limited to player-thrown enderpearls and grass:
All Projectiles ignore the block they are spawned in!
For example, a dispenser facing into a solid block can shoot arrows through that block.
Also, mobs like skeletons or blazes can shoot at players even if they are stuck inside blocks.
This means that if a player has a renamed pet skeleton in his base encased in glass as decoration, it can now attack the player. Even worse if a player spent lots of effort capturing a ghast as decoration.
List of affected blocks/entities:
- Players can shoot all projectiles (Arrows, Eggs, Snowballs, XP bottles, Potions, Enderpearls, Trident) while in a block, no matter if solid or not
- Dispensers facing a solid block shoot through it. Affects all items thrown by players and fire charges (Fireworks have been passing through blocks since they got added, don't change that please)
- Tested mobs: Skeletons, Blazes, Withers can all shoot while stuck in blocks
- Shulkers aren't affected because they can't be stuck in a block (teleport away)
- Likely affected too but not tested yet: Stray, Ghast, Enderdragon, Drowneds with tridents
The test world is attached for easier replication.
Suggestion on how I would fix it:
Limit the fix for the enderpearl bug to only enderpearls, only projectiles shot by players and/or only tall grass and similar blocks (kelp and seagrass for example).
UPDATE: Looks like instead of ignoring the collision with the block they spawn in, they ignore all collisions for roughly one block.
Entity collisions seem to also be affected. I'll need to do more testing on this.
In 1.12.2, trying to throw an enderpearl while standing in tall grass resulted in the enderpearl immediately colliding with the grass.
This was fixed in 17w47a, but the fix wasn't limited to player-thrown enderpearls and grass:
All Projectiles ignore the block they are spawned in!
For example, a dispenser facing into a solid block can shoot arrows through that block.
Also, mobs like skeletons or blazes can shoot at players even if they are stuck inside blocks.
This means that if a player has a renamed pet skeleton in his base encased in glass as decoration, it can now attack the player. Even worse if a player spent lots of effort capturing a ghast as decoration.
List of affected blocks/entities:
- Players can shoot all projectiles (Arrows, Eggs, Snowballs, XP bottles, Potions, Enderpearls, Trident) while in a block, no matter if solid or not
- Dispensers facing a solid block shoot through it. Affects all items thrown by players and fire charges (Fireworks have been passing through blocks since they got added, don't change that please)
- Tested mobs: Skeletons, Blazes, Withers can all shoot while stuck in blocks
- Shulkers aren't affected because they can't be stuck in a block (teleport away)
- Likely affected too but not tested yet: Stray, Ghast, Enderdragon, Drowneds with tridents
The test world is attached for easier replication.
Suggestion on how I would fix it:
Limit the fix for the enderpearl bug to only enderpearls, only projectiles shot by players and/or only tall grass and similar blocks (kelp and seagrass for example).
UPDATE: Looks like instead of ignoring the collision with the block they spawn in, they ignore all collisions for roughly one block.
Entity collisions seem to also be affected. I'll need to do more testing on this.I updated the world download with a few new test cases added regarding entity hitboxes.
Projectiles ignore collisions for ~1 block after spawned
15Redstones Can you elaborate?
@15Redstones You should be asking elsewhere like on Reddit. Value you need: 1114382
15Redstones If this remains defaulted to on, my plan was to set the gamerule prior to updating to 1.11. 1.10.2 would see this as a custom gamerule, but 1.11 will use it correctly. I've tested this procedure, and it appears to work OK.
15Redstones (aside from the fact that certain people's farms don't even have to be in the spawn chunks... }=Þ };])
- That's true, at least I wouldn't know at the moment how to have that gamerule set to "OFF/0" rightaway.. maybe someone knows a way, maybe via an external tool?
I doubt the majority of Mojang Devs is a "fan" of big farms, that's why I didn't make it part of my argumentation in my post here and am appealing rather on other aspects and reason.
But indeed, those servers who do have many entities and don't know about this default-on-gamerule will be hit hard when they update and didn't know about that change, because none of them watches snapshot videos or doesn't follow any Dev/the news generally etc.
This can cause a huge uproar, I didn't think of that.
As the argument was brought up that there are people who don't know what is going on with their server etc., one can also argue as counter-point that maybe some servers who intentionally and willingly cause to have many entities in a single spot, might not know about that change and will be confused and upset when most of their entities die.
And as most people are also not so wise to always make a backup.. that'd be a problem for those uninformed people.







This Looks like the second half of the Entity ID isn't loaded from the scoreboard file. A vrey nasty bug when working with scoreboards and entitys. Nasty.
confirmed for 15w35a.....
I hope that mojang makes some of these arguments more useful.
For example, [y=0] should select anything with y atleast 0.
[y=0,dy=10] should select anything between y=0 and y=10.
[y=!0] should detect anything in the void under y=0.
[y=!-64,score_deaths_min=1] could be used to detect a player who died in the void.
That way we could select entitys in specific areas of the world more easily.
Since the old mechanics are pretty broken, these changes wouldn't conflict with many old designs.
It's not really fixed in 16w07b.
I think fall damage should be based on the speed you had when hitting the ground. If you glide down slowly (elytra, levitation with a level that makes you glide down) you shouldn't take damage.
Here is what I think how it should work:
1 << slot should only disable removing Items, but allow replacing and placing
1 << slot+8 should only disable replacing items, but still allow removing Items and placing items
1 << slot+16 should only disable placing Items, but allow replacing and removing
To disable an armor stand completely, add them together:
10000000100000001 (binary)
Here is how it works at the moment: (1.9)
1 << slot completely disables all actions
1 << slot+8 disables removing and replacing, but allows placing Items
1 << slot+16 disables placing but allows replacing and removing
This is not good because it doesn't allow for some combinations, for example only allow removing but disable replacing and placing which could be used to detect right-click actions on armor stands.
It also doesn't support the off-hand at all, which should get fixed.
Why?
The "how it should work" is how the devs intended it to work, not my request.
That implementation just doesn't make sense....
I want the following:
Enabled:
Only "Remove" (not "Replace") o only the head slot.
All other slots and Placing/Replacing Items are disbaled.
What number do I need?
No, it isn't.
I tried it and it doesn't work,
Why is this marked as works as intended? I don't think that empty huts are intended.
Not intended for witchut-spawned witches
I tested it with both the default %appdata%\.minecraft and the %appdata%\.minecraft\snapshot which I use for snapshots so my worlds dont get messed up.
It didn't work in any case.
Another problem with the gamerule being defaulted as on:
When you have loads of entities in one block in the spawn chunks (for example because of an iron farm) it's going to be nearly impossible to:
1. Join the world
2. Open the world to LAN with cheats on
3. Open chat
4. Type /gamerule maxEntityCramming 0
All before the villagers in the iron farm start to die. This will be extremely annoying when people update their old maps to 1.11, especially for servers where the villagers would start dying when the first person joins, who might not have the permission to set the gamerule to 0.
In 1.11, this also affects marker:1 armor stands, so creations using makers holding blocks for "micro blocks" are pretty much useless.
This is a HUGE Issue for map makers.
Did you open the world to LAN? I encountered a similar issue in the end dimension when a LAN connected player left the game, the end wouldn't get saved.
Other possibly related issues:
MC-124126andMC-126595MC-131094is probably the same, but also descibes behaviour with other mobs.pre-4: Blocks got fixed, entity collisions didn't.