Dylan Beswick
- Dylan5797
- dylan5797
- Europe/Stockholm
- Yes
- No
Projectileswill fall and thenrandomly disappear and respawnabout10 blocks aboveuntil it hits the ground
When you throw a projectile i.e. shoot an arrow or throw a potion from a high place, it will fall normally for about half of the fall, then it will randomly disappear and reappear about 10 blocks higher than where it disappeared and
itwill do this until it hits the ground
When you throw a projectile i.e. shoot an arrow or throw a potion from a high place, it will fall normally for about half of the fall, then it will randomly disappear and reappear about 10 blocks higher than where it disappeared and will do this until it hits the ground. This is caused by the event loop taking control of the object and putting it where it would be if it were running at a efficient speed... I think Mojang could calculate the motion of an entity with time, so the event loop wouldn't cause objects to
Projectiles randomly disappear and respawn 10 blocks aboveEvent loop lag with projectiles
When you throw a projectile i.e. shoot an arrow or throw a potion from a high place, it will fall normally for about half of the fall, then it will randomly disappear and reappear about 10 blocks higher than where it disappeared and will do this until it hits the ground. This is caused by the event loop taking control of the object and putting it where it would be if it were running at a efficient speed... I think Mojang could calculate the motion of an entity with time, so the event loop wouldn't cause objects to do this.
When I summoned a baby zombie villager and used "/execute @e ~ ~ ~ replaceitem @e[r=2] slot.armor.head minecraft:pumpkin"
What I Expected was That:
The baby zombie villager would have a pumpkin headWhat Happened Was:
The baby zombie villager had a pumpkin head, but it was 2 blocks higher than the baby zombie villager.
Note:
This didn't happen with a normal baby zombie, only with a baby zombie villager
When I summoned a baby zombie villager and used "
/execute @e ~ ~ ~ replaceitem @e[r=2] slot.armor.head minecraft:pumpkin"What I Expected was That:
The baby zombie villager would have a pumpkin headWhat Happened Was:
The baby zombie villager had a pumpkin head, but it was 2 blocks higher than the baby zombie villager.
Note:
This didn't happen with a normal baby zombie, only with a baby zombie villagerWhen I summoned a baby zombie villager and used "/execute @e ~ ~ ~ replaceitem @e[r=2] slot.armor.head minecraft:pumpkin"
What I Expected was That:
The baby zombie villager would have a pumpkin headWhat Happened Was:
The baby zombie villager had a pumpkin head, but it was 2 blocks higher than the baby zombie villager.
Note:
This didn't happen with a normal baby zombie, only with a baby zombie villager
When I summoned a baby zombie villager and used "/execute @e ~ ~ ~ replaceitem @e[r=2] slot.armor.head minecraft:pumpkin"
What I Expected was That:
The baby zombie villager would have a pumpkin headWhat Happened Was:
The baby zombie villager had a pumpkin head, but it was 2 blocks higher than the baby zombie villager.
**Note:
This didn't happen with a normal baby zombie, only with a baby zombie villager**
When I summoned a baby zombie villager and used "/execute @e ~ ~ ~ replaceitem @e[r=2] slot.armor.head minecraft:pumpkin"
What I Expected was That:
The baby zombie villager would have a pumpkin headWhat Happened Was:
The baby zombie villager had a pumpkin head, but it was 2 blocks higher than the baby zombie villager.
**Note:
This didn't happen with a normal baby zombie, only with a baby zombie villager**
Babyzombie villagers -Graphic Issue with PumpkinsBaby Mobs -Graphic Hitbox Issue
When I shot a flaming arrow at a spider and accidentally shot a second one, I saw that the flaming arrow was a lot brighter than the flaming
spiderWhen I shot a flaming arrow at a spider and accidentally shot a second one, I saw that the flaming arrow was a lot brighter than the flaming animation on the spider even though the spider itself was bright
Spidersdon't emit light when on fireSpiders fire animation dark
Dylan Beswick, not really. That would keep all chunks in large redstone maps loaded forever, which would result in massive lag. Chunks are unloaded for a reason.








Other mobs will burn and emit light even if it is light out
This is not a Duplicate
They have fixed MC-2664. but not completely

It still bugs with Baby Zombie Villagers
I'm sorry I didn't notice
The filter does not cause this. It is caused by the game not detecting that certian mobs are babies and placing the head where a normal zombie/standing mob's head would be
But you could use absolute coordinates so that you can set the player's spawn to a place without any blocks
Obviously, There is 2 ways this could happen.
If no sound is played when you place blocks, it is 2
Does it make a sound when you place it?
Maybe if you used c=1 too in your selector, it would know you are only trying to show one score. This could be related to Minecraft avoiding showing multiple scores.
Why don't you have a main teleport station where you set the world spawnpoint by using /setworldspawn. That means that your teleport station will always be loaded, even if you are in another dimention. All the other teleport stations can use the /setblock command to place a redstone block at the main station, which can teleport the player and reset the station the player used.
I just thought if this still mattered to you, this can be a workaround.
Why doesn't Minecraft just summon an invisible entity for all the redstone components that can keep redstone running, even if the chunk is unloaded. That would be a help to everyone.
That wouldn't be my approach. Best way to implement that would be to add a gamerule or a way to enable and disable that feature, if it were added.