s7%6maTt4wC$JQ8*
- 2zqa
- 2zqa
- Europe/Stockholm
- Yes
- No
I haven't tested other versions yet, will update once done
When players have MS lag, his/her stat.timeSinceDeath update slow/irregular(example below).
For example, I run a server on my computer. I connect using 127.0.0.1
+port), and when he/she joins using the port forwarded IP, he/she has of course has server lag due to connection stability. The client apparaently sends the amount of ticks since last dead, which can be annoying for tracking players, or having a leaderboard for players that are alive the longest.
Solution would be that the server
tracks this stat, so it's reliable and doesn't get out of sync.Thanks, this would save my map!
I haven't tested other versions yet, will update once done
When players have MS lag, his/her stat.timeSinceDeath update slow/irregular(example below).
For example, I run a server on my computer. I connect using 127.0.0.1
+port), and when he/she joins using the port forwarded IP, he/she has of course has server lag due to connection stability. The client apparaently sends the amount of ticks since last dead, which can be annoying for tracking players, or having a leaderboard for players that are alive the longest.
Solution would be that the server updates this stat, so it's reliable and doesn't get out of sync.
Thanks, this would save my map!
I haven't tested other versions yet, will update once done
When players have MS lag, his/her stat.timeSinceDeath update slow/irregular(example below).
For example, I run a server on my computer. I connect using 127.0.0.1
+port), and when
he/she joins using the port forwarded IP, he/she has of course has server lag due to connection stability. The client apparaently sends the amount of ticks since last dead, which can be annoying for tracking players, or having a leaderboard for players that are alive the longest.Solution would be that the server updates this stat, so it's reliable and doesn't get out of sync.
Thanks, this would save my map!
When players are lagging, his/her stat.timeSinceDeath update slow/irregular(example below).
For example, I run a server on my computer. I connect using 127.0.0.1
+port), and when someone else joins using the port forwarded IP, he/she has of course has server lag due to connection stability. The client apparaently sends the amount of ticks since last dead, which can be annoying for tracking players, or having a leaderboard for players that are alive the longest.
Solution would be that the server updates this stat, so it's reliable and doesn't get out of sync.
Thanks, this would save my map!
Windows 8.1, Windows 10
When players are lagging, his/her stat.timeSinceDeath update slow/irregular(example below).
For example, I run a server on my computer. I connect using 127.0.0.1
+port), and when someone else joins using the port forwarded IP, he/she has of course has server lag due to connection stability. The client apparaently sends the amount of ticks since last dead, which can be annoying for tracking players, or having a leaderboard for players that are alive the longest.
Solution would be that the server updates this stat, so it's reliable and doesn't get out of sync.
Thanks, this would save my map!
When players are lagging, his/her stat.timeSinceDeath update slow/irregular(example below).
For example, I run a server on my computer. I connect using 127.0.0.1: (+port), and when someone else joins using the port forwarded IP, he/she has of course has server lag due to connection stability. The client apparaently sends the amount of ticks since last dead, which can be annoying for tracking players, or having a leaderboard for players that are alive the longest.
Solution would be that the server updates this stat, so it's reliable and doesn't get out of sync.
Thanks, this would save my map!
When players are lagging, his/her stat.timeSinceDeath update slow/irregular(example below).
For example, I run a server on my computer. I connect using 127.0.0.1
: (+port), and when someone else joins using the port forwarded IP, he/she has of course has server lag due to connection stability. The client apparaently sends the amount of ticks since last dead, which can be annoying for tracking players, or having a leaderboard for players that are alive the longest.Solution would be that the server updates this stat, so it's reliable and doesn't get out of sync.
Thanks, this would save my map!
When skeletons are spawned with a melee weapon (so any item except for a bow), they have troubles with attacking and swing their arms rapidly.
Sorry if this is a duplicate, I tried searching but couldn't find anything.EDIT: Somewhat related to https://bugs.mojang.com/browse/MC-87093 (arm swinging issue)
-When skeletons are spawned with a melee weapon (so any item except for a bow), they have troubles with attacking and swing their arms rapidly.
Sorry if this is a duplicate, I tried searching but couldn't find anything.-This applies to any mob apparently; they sometimes cant hit you even though they are standing right in front of you.
EDIT: Somewhat related to https://bugs.mojang.com/browse/MC-87093 (arm swinging issue)
Skeletons have issues with melee combatmobs have issues with melee combat
-When skeletons are spawned with a melee weapon (so any item except for a bow), they have troubles with attacking and swing their arms rapidly.
Sorry if this is a duplicate, I tried searching but couldn't find anything.-This applies to any mob apparently; they sometimes cant hit you even though they are standing right in front of you.
EDIT: Somewhat related to https://bugs.mojang.com/browse/MC-87093 (arm swinging issue)
When skeletons are spawned with a melee weapon (so any item except for a bow), they have troubles with attacking and swing their arms rapidly.
Sorry if this is a duplicate, I tried searching but couldn't find anything.This applies to
any mobapparently; they sometimes cant hit you even though they are standing right in front of you.EDIT: Somewhat related to https://bugs.mojang.com/browse/MC-87093 (arm swinging issue)
When skeletons are spawned with a melee weapon (so any item except for a bow), they have troubles with attacking and swing their arms rapidly.
Sorry if this is a duplicate, I tried searching but couldn't find anything.This applies to zombies too apparently; they sometimes cant hit you even though they are standing right in front of you.
EDIT: Somewhat related to https://bugs.mojang.com/browse/MC-87093 (arm swinging issue)

I really hope this gets fixed, I need it for my map...
Giants were never finished and this is intended I guess.
This is not an issue..
What is the bug..?
confirmed in 14w26c.
Approved in 1.7.10, yet I still don't know how to reproduce / what's the cause of it. Restarting minecraft / launcher did not work.
EDIT: I fixed it by removing ''illegal'' extra text on a page which you can't get without NBT editing. Might be the cause!
Bug still appears in 14w33a.
I was able to reproduce this bug.
Confirmed for 1.9