This also causes them to cancel their attack on you. I've been able to stand inside a zombie spamming the attack button and they barely attack, if at all. Another extreme example is wolves; spawn a single wolf, go to survival, and hit it. It will slowly follow you but then stop, even if it is still angry, when it should attack you. Glad someone finally reported this bug!
Tested this out, and it is true. On snow covered blocks, I was about 4 blocks from a Creeper and lost 1/2 heart, but on non covered blocks, lost about 7 hearts on Hard. I think this started in one of the 1.4 snapshots, not sure which, it wasn't in 1.3 I believe...
I tend to notice that this happens when there is a lot of entities around. An example; in my world where I play around with villagers, and there is a lot of em, I see this visual glitch a lot, however, otherwise in normal villages or anywhere else, this rarely happens. Not only does it do this in the game but in the inventory, the stairs, slabs and sometimes fences flash oddly for a brief second, and again it only happens with a lot of mobs around, least for me.
They have always gotten a first shot at you if you're near their spawner. Their reaction time when they first see you is... amazingly inhuman, so is their first shot most of the time. Best thing to do is light the place or destroy the spawner, for your sake.
Next time this happens, check the skin server, located here: http://help.mojang.com/ if it is down, then that is the problem. This also happens in almost, as far as I know, every version of Minecraft, as it isn't a game problem, but the server goes down a lot.
I think the bone crunching or breaking noise in the snapshots, if you played those, were placeholders. As far as I know, Witches have no sounds intentionally, same for Villagers, and seeing as the Witch is a type of Villager, well, I can only assume this is how it is meant to be.
Interesting. I tested this on SSP, and only got hurt by falling off from a 4 block height, however, when I joined a SMP server, I took damage from a 3 block height, and wasn't sprinting either. I think this has to do with a Player moved wrongly problem I heard from a friend when testing the snapshots, it could still be in the game, but who knows.
I know it happens to Creepers, Witches, Zombies, Iron Golems, Wolves, and Wither Skeletons. The Skeleton used to do it but it was oddly fixed in one of the 1.4. snapshots, I believe the one where Dinnerbone made mobs jump down at the player if they would survive the fall. Spiders, Zombie Pigmen, Blazes, anything with the old AI do not suffer from this bug.
I have experienced this too in pure survival, it was very annoying as you can't hit them, even if you know where they are. Relogging does fix it though.
I believe this started happening in 1.2.5 when Jon changed the AI mob behavior. (Which he did a wonderful job at in my opinion, but it did have some side effects like this one.) I honestly do not know if this is a bug or not though, it could be intentional, but it does suck, Zombies used to fight back against mobs if they got attacked but not anymore.
I have played this map and can confirm it, however, in The End, in Creative and Survival they work as expected too, exploding and nothing else. This may be an issue with the map, you could talk to Vechs about this.
Hello, Withers will attack any mob that isn't undead like itself. It will attack passive mobs, and Creepers, Spiders, Enderman, and so forth. It will not attack Zombies, Skeletons/Wither Skeletons, Zombie Pigmen as they are "undead" or classified as such. So this is intentional as far as I know.
Confirmed, on Hard, a Skeleton with a Diamond Sword only did about 2 hearts of damage, where as a Zombie will do their melee damage + sword damage based on difficulty.
Yeah, they do, when in the past they didn't. Just drop a bunch of loot on the ground, armor or weapons and they always pick it up, on Normal and Hard, so this is a bug I believe.
Dunno if this is related, I believe it is, but now that Skeletons can use swords and rush at you, if you hit them, they slow down for a second but speed back up, just like the Wither Skeleton will and the other mobs I listed earlier. However, if they hold a bow, they will move at normal speed and not "bug" out. Started happening in 1.4.4.
I understand, and, before 1.3, they could manage to kill Zombie Pigmen and Enderman, pretty much anything, but ever since the bug in MC-133 affected them, they get stun locked by other mobs and players as well. IF Mojang could fix that bug, I can pretty much bet you this one will be fixed as well, as the golem wouldn't cancel its attack at, for example, the Zombie Pigmen. This is what happens and it is annoying, I've seen plenty of my golems die because of it.
I have to agree with Meta on this one, I understand they aren't suppose to attack you and forget about you, but to see them walking slowly, in creative mode only, is quite strange. However I am glad this bug was finally fixed for Survival mode at least, and wanna say thank you and the rest of the Minecraft team for the hard work you guys have been doing and fixing bugs.
I believe it is due to the new texture system, I too have this bug but it only happens in the latest snapshot, 13w02b. It will not occur on 1.4.7 or 13w01a/b.
Also happens with iron bars, but it may be due to the Zombies not being able to hit their hit-box. If I try to attack a Villager in a window/iron bars, I can't hit them either.
This happens to me time to time when using a hopper under the furnace, my items in the furnace will be deleted and they aren't in the hopper below, or the chest below that hopper if I put one down. This only seems to happen when a hopper is below the furnace, if it is feeding from above and the side only, it works fine.
Dunno if it matters now but this was fixed in 12w50b when MC-133 was fixed, least from what I can see based from in-game experience with Iron Golems and Enderman/Zombie Pigmen.
Still in 13w04a. Getting worried that this may not be fixed or at least looked at/commented on and once it is released into an official version, a lot of people with ATI/AMD are going to wonder what is going on and get confused.
Make sure your sound is on or up high enough, also try restarting Minecraft, this happens to me as well time to time but usually restarting fixes it. If it doesn't, not sure what to say.
You should check out MC-1794 really, looks like that is your problem. I assume it just happened in the snapshots, not 1.4.7? If so, a good amount of people are having this problem.
Can confirm that 13w05a has very bad FPS performance hits. On 13w04a, on a flat-world, I had roughly around 100-125fps, now in this snapshot, I have 30-50fps. This is most likely due to the new lighting fix for stairs. (I assume so anyway.)
Tested 13w05b, it helped a small amount but it is still no where near what it used to be in 13w04a and below. Still around 40ish FPS with smooth lighting on, with it off, it goes up to 60fps. In 13w04a, it'd be roughly 60-100FPS with smooth lighting, and with it off, it'd usually stay above 100FPS.
Check if: You're on Easy (has to be on Normal/Hard, higher chance of them picking it up is on Hard), what he said above about mobgriefing, you have to set it to true and lastly, if that doesn't work, monsters spawn with the chance to pick up armor/weapons, not all will do it, so keep spawning some more until one picks it up.
I can confirm this, I have a lot of cats and a Creeper will sometimes ignore them chasing me, going right down the middle, only to stop and turn around, running off when they should have done it a lot sooner (before even getting close to the cats). Hopefully this makes sense.
I've seen this kind of bug before but with lava, and before this snapshot. The only way I fixed it was put a block over the "source" and it'd go away, but the moment the block I placed is removed, it is back. Try placing dirt around the area(s) and see if that helps, that is the only solution I can think of, or maybe try restarting your game or reloading the world?
I tried this out without the void, and noticed that if they try to push against the current (as if wanting to move somewhere, like on the glass blocks) and they fall below, they go under where they wanted to go and jump up and down in circles for roughly ~5 seconds before stopping and going somewhere else. I once again tried with lava this time instead and they just dropped into the lava, so it seems they AI isn't updating fast enough for them to avoid the danger or to update their path finding. (Like them going under the glass and going in circles before realizing they can't get to the block above.) Lastly, I see this sometimes with mobs, if I break a block they were moving to stand on, they drop into the hole and jump up and down in circles for a bit before stopping.
Basically to sum it up, like Markku mentioned above, their AI isn't updating fast enough, this is what I personally think. I may be wrong, someone correct me if I am.
Think he means when you hit a Zombie in Creative, any nearby Zombies will chase after him, and never lose aggro, even if the Zombie he hit does go back to being "peaceful" after being hit. Is that right?
It has always been hard to melee Skeletons in the water, try carrying a Bow with you next time, and remember, the closer you are, the faster they shoot, but the less damage they do.
A big thank you to @Lukas, the fix you made allowed me to actually enjoy the new update. I'll be recommending it to anyone that has this problem if Mojang can't fix this eventually.
EDIT: Do not know if this belongs here, but if Minecarts manage to get glitched INTO each other, and there is a lot of them, the sound begins to loop and is very loud, and it makes all other sounds begin to "cut out" until you destroy the carts. Sorry if this is the wrong bug to mention this though.
I do not believe this is a duplicate of MC-596, it is different. That ticket is about the inhuman firing speed they used to have the moment they spotted you which was fixed, as they have a delay now when seeing you for the first time. This one is about their arrows not doing harm to the player if the player is up against a wall and the Skeleton is right in front of him. I too have experienced this bug for the longest time, and I assume it is because the Skeleton's arrows are bypassing the Player's hit-box. Could be wrong about what is causing it, I really do not know.
As Tails said above in the first comment, mobs do not have the proper path finding to use ladders like players can; they do not know how to use them. If pushed up against it, they will go up, like if a player moves against a ladder and doesn't look up or down, he'd automatically go up anyway. So in a way, sadly, this is a feature request, not a bug. Maybe one day mobs will use ladders but not today.
To me, in the screenshots, based on their head movement, they seem locked on to a target, therefore ignoring the monsters near them. You can see this type of behavior, for example, if you spawn a Zombie and a Villager in a locked location, with the Zombie outside the locked area, then another Villager near the Zombie. The Zombie will be "locked" onto the first Villager, and in return, ignores the one right next to him that he can get. Although they shouldn't be stuck, they have enough room to move out of the fenced area, but I dunno what to say on that.
This is most likely because Wither Skeletons share the same type of AI as a regular Skeleton as far as I know, and the regular Skeleton can burn when touching lava... so apply that to the Wither Skeleton, even if immune, and they won't dare to touch the lava. This is my guess anyway!
I tried it out with about 100 Zombies, both on Normal and Hard. On Normal, I saw only three Zombies with armor on, so reset to Peaceful and switched to Hard, and spawned another group. This time I only saw two Zombies with armor, so I guess ya onto something here.
Actually, I hear it too. I looked in my music editor, Goldwave, and noticed that they do not match. The new sound seems sped up or edited to be "shorter", I dunno if this is intentional or not but it is different somehow.
The new sound is in .minecraft\assets\sound\random\levelup.ogg , the old one is in the .minecraft\resources\newsound\random\levelup.ogg if you wish to compare yourself.
Although it isn't a big difference it is noticeable, just saying!
How far were you from them? Were they tamed? If you were far off and they were untamed, you logged out and logged in and went back to them and they were gone, that is normal; they despawn like hostile mobs if untamed.
I spawned some Horses and stayed near them, logged out and got off Minecraft, rebooted it up and logged into my world and they were there still. So you may wanna give a bit more info.
I only see them do this when they go into a home, otherwise, when doing nothing or even being chased by a Zombie, they are fine, so this is confirmed on my end. Way too fast than they were before, and I didn't see this in the change-logs in any snapshot.
I tested this too, and like above by the other posters, half the time the Zombie will not attack the Skeleton after being hit, but at times it will, however for me, it just hits it once and stops, letting the Skeleton kill it. If it is in it's "stunned" state, it will be passive until I hit it or kill the Skeleton, in which case it'd return to me. It all seems random, I can't find a pattern.
I believe that is mostly because their AI isn't updated yet, so it isn't a "bug", it just isn't implemented. I'm sure they could get it to work somehow though, dunno.
Does it work for mobs with New AI? (Skeletons, Creepers, Wither Skeletons, Witches, etc.) You confirmed it works for Zombies, which is a New AI mob, try with the same above; if they don't work, it is a bug or not yet finished, but if it does, it is possible that the old AI can't be changed, which is odd. Just experiment!
Alright, thanks for the info, I too was curious which were affected but couldn't test at the moment. I will assume they aren't finished yet, or over looked it.
Some people may not wish to turn off their volume or turn it down to just reduce the loud rain sound, a mob or something may sneak up on them because of that. This is an easy way for people to still have their volume up and listen to their surroundings while not being bothered by such a constant, loud sound around them.
New Zombie aggro range seems to be beyond their 16 typical range (or 32 if they sense a Village.) Now Zombies can aggro on Players and Villagers from, well, from the tests I did... around 64-80 blocks away. Only difference between Players and Villagers, Zombies can't aggro on Players no matter how far off if they can't see you, but for Villagers they can. This is not a Zombie Siege Event you are experiencing. Those are still broken I believe as MC-7432 has not been fixed.
I'm getting this sort of lag too, with entities mainly for me, but I did notice some block placing/breaking lag. I looked in my console and I keep getting this:
"Can't keep up! Did the system time change, or is the server overloaded?"
This only seems to happen when there are a lot of Zombies around, which is hard to avoid seeing as their range is roughly 64-80 blocks away (from my tests anyway) for both Players and Villagers now.
I got that in the Launcher console playing single player, so I'm not really sure what I can do in that regard. It isn't affecting me too badly, but for others with lower end systems, I can only imagine how bad it may be.
This has been happening since snapshot 13w23b for me, when they changed how Zombies function. I too am not dealing with Villages/Villagers, just alone in a cave or on the surface.
I uploaded a video that may help show off this bug in action. Note that it isn't going to show Villagers/Villages, as it happens regardless it seems, if you are in one or not. Thanks to some people that commented about the whole "unreachable path-finding lag", I tried it out myself and the issue seems to be the problem people are having. You can try it out for yourself if you'd like, using whatever methods you want, I just wanna help out and get this bug fixed, it is very annoying. Not the best video but it will do enough I hope, I'm not a professional or anything.
I think this is Working As Intended. If you don't hurt them, due to their natural fire immunity, why would they be mad if you light them on fire? Mobs only attack back if you can hurt them or if they aggro on you, and Z.Pigmen only do that if you hurt them.
This also causes them to cancel their attack on you. I've been able to stand inside a zombie spamming the attack button and they barely attack, if at all. Another extreme example is wolves; spawn a single wolf, go to survival, and hit it. It will slowly follow you but then stop, even if it is still angry, when it should attack you. Glad someone finally reported this bug!
Tested this out, and it is true. On snow covered blocks, I was about 4 blocks from a Creeper and lost 1/2 heart, but on non covered blocks, lost about 7 hearts on Hard. I think this started in one of the 1.4 snapshots, not sure which, it wasn't in 1.3 I believe...
Doesn't this have to do with issues with the skin server? It tends to go down a lot, but I could be wrong.
I tend to notice that this happens when there is a lot of entities around. An example; in my world where I play around with villagers, and there is a lot of em, I see this visual glitch a lot, however, otherwise in normal villages or anywhere else, this rarely happens. Not only does it do this in the game but in the inventory, the stairs, slabs and sometimes fences flash oddly for a brief second, and again it only happens with a lot of mobs around, least for me.
This is a bug, I've seen this happen to not just villagers, but zombies, skeletons and even players. Dunno why it happens though.
They have always gotten a first shot at you if you're near their spawner. Their reaction time when they first see you is... amazingly inhuman, so is their first shot most of the time. Best thing to do is light the place or destroy the spawner, for your sake.
Next time this happens, check the skin server, located here: http://help.mojang.com/ if it is down, then that is the problem. This also happens in almost, as far as I know, every version of Minecraft, as it isn't a game problem, but the server goes down a lot.
I think the bone crunching or breaking noise in the snapshots, if you played those, were placeholders. As far as I know, Witches have no sounds intentionally, same for Villagers, and seeing as the Witch is a type of Villager, well, I can only assume this is how it is meant to be.
Interesting. I tested this on SSP, and only got hurt by falling off from a 4 block height, however, when I joined a SMP server, I took damage from a 3 block height, and wasn't sprinting either. I think this has to do with a Player moved wrongly problem I heard from a friend when testing the snapshots, it could still be in the game, but who knows.
I know it happens to Creepers, Witches, Zombies, Iron Golems, Wolves, and Wither Skeletons. The Skeleton used to do it but it was oddly fixed in one of the 1.4. snapshots, I believe the one where Dinnerbone made mobs jump down at the player if they would survive the fall. Spiders, Zombie Pigmen, Blazes, anything with the old AI do not suffer from this bug.
Are you on peaceful? They spawn fine for me, but they will disappear on peaceful once "activated".
I have experienced this too in pure survival, it was very annoying as you can't hit them, even if you know where they are. Relogging does fix it though.
I believe this started happening in 1.2.5 when Jon changed the AI mob behavior. (Which he did a wonderful job at in my opinion, but it did have some side effects like this one.) I honestly do not know if this is a bug or not though, it could be intentional, but it does suck, Zombies used to fight back against mobs if they got attacked but not anymore.
I have played this map and can confirm it, however, in The End, in Creative and Survival they work as expected too, exploding and nothing else. This may be an issue with the map, you could talk to Vechs about this.
Hello, Withers will attack any mob that isn't undead like itself. It will attack passive mobs, and Creepers, Spiders, Enderman, and so forth. It will not attack Zombies, Skeletons/Wither Skeletons, Zombie Pigmen as they are "undead" or classified as such. So this is intentional as far as I know.
Confirmed, on Hard, a Skeleton with a Diamond Sword only did about 2 hearts of damage, where as a Zombie will do their melee damage + sword damage based on difficulty.
Yeah, they do, when in the past they didn't. Just drop a bunch of loot on the ground, armor or weapons and they always pick it up, on Normal and Hard, so this is a bug I believe.
Dunno if this is related, I believe it is, but now that Skeletons can use swords and rush at you, if you hit them, they slow down for a second but speed back up, just like the Wither Skeleton will and the other mobs I listed earlier. However, if they hold a bow, they will move at normal speed and not "bug" out. Started happening in 1.4.4.
This is because Iron Golems are slightly bugged, as well as some other mobs that have the new AI, check out
MC-133for a bit more info on this.I understand, and, before 1.3, they could manage to kill Zombie Pigmen and Enderman, pretty much anything, but ever since the bug in
MC-133affected them, they get stun locked by other mobs and players as well. IF Mojang could fix that bug, I can pretty much bet you this one will be fixed as well, as the golem wouldn't cancel its attack at, for example, the Zombie Pigmen. This is what happens and it is annoying, I've seen plenty of my golems die because of it.I have to agree with Meta on this one, I understand they aren't suppose to attack you and forget about you, but to see them walking slowly, in creative mode only, is quite strange. However I am glad this bug was finally fixed for Survival mode at least, and wanna say thank you and the rest of the Minecraft team for the hard work you guys have been doing and fixing bugs.
Can confirm for 13w02b, doesn't happen on 1.4.7 or the 13w01a/b snapshot.
I believe it is due to the new texture system, I too have this bug but it only happens in the latest snapshot, 13w02b. It will not occur on 1.4.7 or 13w01a/b.
Also happens with iron bars, but it may be due to the Zombies not being able to hit their hit-box. If I try to attack a Villager in a window/iron bars, I can't hit them either.
Very nice indeed, good job, I was wondering what happened to Zombie sieges...
This happens to me time to time when using a hopper under the furnace, my items in the furnace will be deleted and they aren't in the hopper below, or the chest below that hopper if I put one down. This only seems to happen when a hopper is below the furnace, if it is feeding from above and the side only, it works fine.
Dunno if it matters now but this was fixed in 12w50b when
MC-133was fixed, least from what I can see based from in-game experience with Iron Golems and Enderman/Zombie Pigmen.Still in 13w04a. Getting worried that this may not be fixed or at least looked at/commented on and once it is released into an official version, a lot of people with ATI/AMD are going to wonder what is going on and get confused.
Make sure your sound is on or up high enough, also try restarting Minecraft, this happens to me as well time to time but usually restarting fixes it. If it doesn't, not sure what to say.
You should check out MC-1794 really, looks like that is your problem. I assume it just happened in the snapshots, not 1.4.7? If so, a good amount of people are having this problem.
Can confirm that 13w05a has very bad FPS performance hits. On 13w04a, on a flat-world, I had roughly around 100-125fps, now in this snapshot, I have 30-50fps. This is most likely due to the new lighting fix for stairs. (I assume so anyway.)
Tested 13w05b, it helped a small amount but it is still no where near what it used to be in 13w04a and below. Still around 40ish FPS with smooth lighting on, with it off, it goes up to 60fps. In 13w04a, it'd be roughly 60-100FPS with smooth lighting, and with it off, it'd usually stay above 100FPS.
Check if: You're on Easy (has to be on Normal/Hard, higher chance of them picking it up is on Hard), what he said above about mobgriefing, you have to set it to true and lastly, if that doesn't work, monsters spawn with the chance to pick up armor/weapons, not all will do it, so keep spawning some more until one picks it up.
I can confirm this, I have a lot of cats and a Creeper will sometimes ignore them chasing me, going right down the middle, only to stop and turn around, running off when they should have done it a lot sooner (before even getting close to the cats). Hopefully this makes sense.
I've seen this kind of bug before but with lava, and before this snapshot. The only way I fixed it was put a block over the "source" and it'd go away, but the moment the block I placed is removed, it is back. Try placing dirt around the area(s) and see if that helps, that is the only solution I can think of, or maybe try restarting your game or reloading the world?
I tried this out without the void, and noticed that if they try to push against the current (as if wanting to move somewhere, like on the glass blocks) and they fall below, they go under where they wanted to go and jump up and down in circles for roughly ~5 seconds before stopping and going somewhere else. I once again tried with lava this time instead and they just dropped into the lava, so it seems they AI isn't updating fast enough for them to avoid the danger or to update their path finding. (Like them going under the glass and going in circles before realizing they can't get to the block above.) Lastly, I see this sometimes with mobs, if I break a block they were moving to stand on, they drop into the hole and jump up and down in circles for a bit before stopping.
Basically to sum it up, like Markku mentioned above, their AI isn't updating fast enough, this is what I personally think. I may be wrong, someone correct me if I am.
Still in 13w06a, nothing improved from 13w05b, I too hope this gets fixed before the 1.5 release.
Try turning off Smooth Lighting and come back with the result. If Smooth Lighting is off and it helps you, it is possible this is related to
MC-8824.Think he means when you hit a Zombie in Creative, any nearby Zombies will chase after him, and never lose aggro, even if the Zombie he hit does go back to being "peaceful" after being hit. Is that right?
Believe this is intentional, as the armor is not taking 'physical' damage.
Believe this is intentional, to make it more 'creepy', however I do not know for sure. It's just has always been like that.
It has always been hard to melee Skeletons in the water, try carrying a Bow with you next time, and remember, the closer you are, the faster they shoot, but the less damage they do.
A big thank you to @Lukas, the fix you made allowed me to actually enjoy the new update. I'll be recommending it to anyone that has this problem if Mojang can't fix this eventually.
Can confirm, they do.
EDIT: Do not know if this belongs here, but if Minecarts manage to get glitched INTO each other, and there is a lot of them, the sound begins to loop and is very loud, and it makes all other sounds begin to "cut out" until you destroy the carts. Sorry if this is the wrong bug to mention this though.
Confirmed, odd that it happens though.
I do not believe this is a duplicate of
MC-596, it is different. That ticket is about the inhuman firing speed they used to have the moment they spotted you which was fixed, as they have a delay now when seeing you for the first time. This one is about their arrows not doing harm to the player if the player is up against a wall and the Skeleton is right in front of him. I too have experienced this bug for the longest time, and I assume it is because the Skeleton's arrows are bypassing the Player's hit-box. Could be wrong about what is causing it, I really do not know.As Tails said above in the first comment, mobs do not have the proper path finding to use ladders like players can; they do not know how to use them. If pushed up against it, they will go up, like if a player moves against a ladder and doesn't look up or down, he'd automatically go up anyway. So in a way, sadly, this is a feature request, not a bug.
Maybe one day mobs will use ladders but not today.
To me, in the screenshots, based on their head movement, they seem locked on to a target, therefore ignoring the monsters near them. You can see this type of behavior, for example, if you spawn a Zombie and a Villager in a locked location, with the Zombie outside the locked area, then another Villager near the Zombie. The Zombie will be "locked" onto the first Villager, and in return, ignores the one right next to him that he can get. Although they shouldn't be stuck, they have enough room to move out of the fenced area, but I dunno what to say on that.
Same, unable to reproduce, on Hard, more mobs seem to have more armor on them.
This is most likely because Wither Skeletons share the same type of AI as a regular Skeleton as far as I know, and the regular Skeleton can burn when touching lava... so apply that to the Wither Skeleton, even if immune, and they won't dare to touch the lava. This is my guess anyway!
I tried it out with about 100 Zombies, both on Normal and Hard. On Normal, I saw only three Zombies with armor on, so reset to Peaceful and switched to Hard, and spawned another group. This time I only saw two Zombies with armor, so I guess ya onto something here.
It is still in development, just press Play and you'll log-in as normal.
Confirmed.
Actually, I hear it too. I looked in my music editor, Goldwave, and noticed that they do not match. The new sound seems sped up or edited to be "shorter", I dunno if this is intentional or not but it is different somehow.
The new sound is in .minecraft\assets\sound\random\levelup.ogg , the old one is in the .minecraft\resources\newsound\random\levelup.ogg if you wish to compare yourself.
Although it isn't a big difference it is noticeable, just saying!
How far were you from them? Were they tamed? If you were far off and they were untamed, you logged out and logged in and went back to them and they were gone, that is normal; they despawn like hostile mobs if untamed.
I spawned some Horses and stayed near them, logged out and got off Minecraft, rebooted it up and logged into my world and they were there still. So you may wanna give a bit more info.
Hm, I dunno then, guess it is a bug, just wanted to make sure.
As far as I can tell, yes it is, in 13w17a as I type this.
Sounds like server lag or your internet is lagging. However, it may be because how de-sync the client/server can get, even in Single-Player.
I only see them do this when they go into a home, otherwise, when doing nothing or even being chased by a Zombie, they are fine, so this is confirmed on my end. Way too fast than they were before, and I didn't see this in the change-logs in any snapshot.
I can confirm this as well, it is very odd.
I tested this too, and like above by the other posters, half the time the Zombie will not attack the Skeleton after being hit, but at times it will, however for me, it just hits it once and stops, letting the Skeleton kill it. If it is in it's "stunned" state, it will be passive until I hit it or kill the Skeleton, in which case it'd return to me. It all seems random, I can't find a pattern.
I believe that is mostly because their AI isn't updated yet, so it isn't a "bug", it just isn't implemented. I'm sure they could get it to work somehow though, dunno.
Does it work for mobs with New AI? (Skeletons, Creepers, Wither Skeletons, Witches, etc.) You confirmed it works for Zombies, which is a New AI mob, try with the same above; if they don't work, it is a bug or not yet finished, but if it does, it is possible that the old AI can't be changed, which is odd. Just experiment!
Alright, thanks for the info, I too was curious which were affected but couldn't test at the moment. I will assume they aren't finished yet, or over looked it.
Some people may not wish to turn off their volume or turn it down to just reduce the loud rain sound, a mob or something may sneak up on them because of that. This is an easy way for people to still have their volume up and listen to their surroundings while not being bothered by such a constant, loud sound around them.
New Zombie aggro range seems to be beyond their 16 typical range (or 32 if they sense a Village.) Now Zombies can aggro on Players and Villagers from, well, from the tests I did... around 64-80 blocks away. Only difference between Players and Villagers, Zombies can't aggro on Players no matter how far off if they can't see you, but for Villagers they can. This is not a Zombie Siege Event you are experiencing. Those are still broken I believe as
MC-7432has not been fixed.I'm getting this sort of lag too, with entities mainly for me, but I did notice some block placing/breaking lag. I looked in my console and I keep getting this:
"Can't keep up! Did the system time change, or is the server overloaded?"
This only seems to happen when there are a lot of Zombies around, which is hard to avoid seeing as their range is roughly 64-80 blocks away (from my tests anyway) for both Players and Villagers now.
I got that in the Launcher console playing single player, so I'm not really sure what I can do in that regard. It isn't affecting me too badly, but for others with lower end systems, I can only imagine how bad it may be.
This has been happening since snapshot 13w23b for me, when they changed how Zombies function. I too am not dealing with Villages/Villagers, just alone in a cave or on the surface.
I uploaded a video that may help show off this bug in action. Note that it isn't going to show Villagers/Villages, as it happens regardless it seems, if you are in one or not. Thanks to some people that commented about the whole "unreachable path-finding lag", I tried it out myself and the issue seems to be the problem people are having. You can try it out for yourself if you'd like, using whatever methods you want, I just wanna help out and get this bug fixed, it is very annoying. Not the best video but it will do enough I hope, I'm not a professional or anything.
http://youtu.be/GflhCHfSETk
I think this is Working As Intended. If you don't hurt them, due to their natural fire immunity, why would they be mad if you light them on fire? Mobs only attack back if you can hurt them or if they aggro on you, and Z.Pigmen only do that if you hurt them.
This might be a duplicate of
MC-17630, if it is causing server lag (Even in SSP). If you're having FPS troubles, dunno then. :/Working as Intended. Baby Zombies and Baby Zombie Pigmen can now spawn naturally, and from spawn eggs. This was added in 1.6.2.