Anthoni Wiese
- kalbintion
- kalbintion
- America/Chicago
- Yes
- No
Attribute generic.movementSpeed doesn't work when using /summonFlying mobs do not obey generic.movementSpeed attribute
I have been trying to make an EnderDragon entity that will stay still. At first, I tried to use a ghast as an analog. I put in a command to summon a ghast that has the attribute generic.movementSpeed with a base value of 0. The ghast was able to move.
After trying to get the command right and testing with a bat, I figured that generic.movementSpeed doesn't apply to flying mobs, so, I decided to make an Ender Dragon riding a chicken that has that same attribute with the same base value.
I first tried to make a chicken with that attribute. I failed. I looked up a video on YouTube (http://www.youtube.com/watch?v=NekyPChWtNU), and tried to use the commands that the author posted in the description of the video to make the chicken. I still failed. I then used the command from the video. It didn't work.
I have done further testing. I spawned a skeleton with the command from the video, and one with /summon Skeleton. Their speeds were identical.To replicate this bug for yourself, during the day, build a small ceiling two blocks above the ground. Then, five blocks away from that ceiling, do:
/summon Skeleton ~ ~2 ~ {Attributes:[{Name:generic.movementSpeed,Base:0.001}]}Then, do:
/summon SkeletonCompare the speeds of the two skeletons. They should be identical. Seeing as the default movement speed for living entities is .7, then the second skeleton should be 70 times faster than the first one.
I have been trying to make an EnderDragon entity that will stay still. At first, I tried to use a ghast as an analog. I put in a command to summon a ghast that has the attribute generic.movementSpeed with a base value of 0. The ghast was able to move.
After trying to get the command right and testing with a bat, I figured that generic.movementSpeed doesn't apply to flying mobs, so, I decided to make an Ender Dragon riding a chicken that has that same attribute with the same base value.
I first tried to make a chicken with that attribute. I failed. I looked up a video on YouTube (http://www.youtube.com/watch?v=NekyPChWtNU), and tried to use the commands that the author posted in the description of the video to make the chicken. I still failed. I then used the command from the video. It didn't work.
I have done further testing. I spawned a skeleton with the command from the video, and one with /summon Skeleton. Their speeds were identical.
To replicate this bug for yourself, during the day, build a small ceiling two blocks above the ground. Then, five blocks away from that ceiling, do:/summonSkeleton~ ~2~ {Attributes:[{Name:generic.movementSpeed,Base:0.001}]}Then, do:
/summonSkeletonCompare the speeds of the two
skeletons. They should be identical. Seeing as the default movement speed for living entities is .7, then the second skeleton should be 70 times faster than the first one.Using attribute generic.movementSpeed on any mob that has the ability to fly and summoning them in will cause them to fly away without a speed decrease or increase even with the name of the attribute being movement speed rather than walking speed. This affects all mobs that normally walk on the ground (Sheep, zombies, etc)
I have been trying to make an EnderDragon entity that will stay still. At first, I tried to use a ghast as an analog. I put in a command to summon a ghast that has the attribute generic.movementSpeed with a base value of 0. The ghast was able to move.
After trying to get the command right and testing with a bat, I figured that generic.movementSpeed doesn't apply to flying mobs, so, I decided to make an Ender Dragon riding a chicken that has that same attribute with the same base value.
I first tried to make a chicken with that attribute. I failed. I looked up a video on YouTube (http://www.youtube.com/watch?v=NekyPChWtNU), and tried to use the commands that the author posted in the description of the video to make the chicken. I still failed. I then used the command from the video. It didn't work.
I have done further testing. I spawned a skeleton with the command from the video, and one with /summon Skeleton. Their speeds were identical.Replicate this bug for yourself, during the day, build a small ceiling two blocks above the ground. Then, five blocks away from that ceiling, do:
/summon Ghast ~ ~ ~ {Attributes:[{Name:generic.movementSpeed,Base:0.001}]}Then, do:
/summon GhastCompare the speeds of the two ghasts. They should be identical. Seeing as the default movement speed for living entities is 0.7, then the second skeleton should be 70 times faster than the first one.
Using attribute generic.movementSpeed on any mob that has the ability to fly and summoning them in will cause them to fly away without a speed decrease or increase even with the name of the attribute being movement speed rather than walking speed. This affects all mobs that normally walk on the ground (Sheep, zombies, etc)
I have been trying to make an EnderDragon entity that will stay still. At first, I tried to use a ghast as an analog. I put in a command to summon a ghast that has the attribute generic.movementSpeed with a base value of 0. The ghast was able to move.
After trying to get the command right and testing with a bat, I figured that generic.movementSpeed doesn't apply to flying mobs, so, I decided to make an Ender Dragon riding a chicken that has that same attribute with the same base value.
I first tried to make a chicken with that attribute. I failed. I looked up a video on YouTube (http://www.youtube.com/watch?v=NekyPChWtNU), and tried to use the commands that the author posted in the description of the video to make the chicken. I still failed. I then used the command from the video. It didn't work.
I have done further testing. I spawned a skeleton with the command from the video, and one with /summon Skeleton. Their speeds were identical.Replicate this bug for yourself, during the day, build a small ceiling two blocks above the ground. Then, five blocks away from that ceiling, do:
/summon Ghast ~ ~ ~ {Attributes:[{Name:generic.movementSpeed,Base:0.001}]}Then, do:
/summon GhastCompare the speeds of the two ghasts. They should be identical. Seeing as the default movement speed for living entities is 0.7, then the second skeleton should be 70 times faster than the first one.
Using attribute generic.movementSpeed on any mob that has the ability to fly and summoning them in will cause them to fly away without a speed decrease or increase even with the name of the attribute being movement speed rather than walking speed. This affects all mobs that normally walk on the ground (Sheep, zombies, etc)
Replicate this bug for yourself, during the day, build a small ceiling two blocks above the ground. Then, five blocks away from that ceiling, do:
/summon Ghast ~ ~ ~ {Attributes:[{Name:generic.movementSpeed,Base:0.001}]}Then, do:
/summon GhastCompare the speeds of the two ghasts. They should be identical. Seeing as the default movement speed for living entities is 0.7, then the second skeleton should be 70 times faster than the first one.
Using attribute generic.movementSpeed on any mob that has the ability to fly and summoning them in will cause them to fly away without a speed decrease or increase even with the name of the attribute being movement speed rather than walking speed. This affects all mobs that normally walk on the ground (Sheep, zombies, etc)
Replicate this bug for yourself, during the day, build a small ceiling two blocks above the ground. Then, five blocks away from that ceiling, do:
/summon Ghast ~ ~ ~ {Attributes:[{Name:generic.movementSpeed,Base:0.001}]}Then, do:
/summon GhastCompare the speeds of the two ghasts. They
should be identical. Seeing as the default movement speed for living entities is 0.7, then the second skeleton should be 70 times faster than the first one.Using attribute generic.movementSpeed on any mob that has the ability to fly and summoning them in will cause them to fly away without a speed decrease or increase even with the name of the attribute being movement speed rather than walking speed. This affects all mobs that normally walk on the ground (Sheep, zombies, etc)
Replicate this bug for yourself:
/summon Ghast ~ ~ ~ {Attributes:[{Name:generic.movementSpeed,Base:0.001}]}Then, do:
/summon GhastCompare the speeds of the two ghasts. They are identical. Seeing as the default movement speed for living entities is 0.7, then the second skeleton should be 70 times faster than the first one.
Windows 7/Java
7Windows 7/Java 8
Using attribute generic.movementSpeed on any mob that has the ability to fly and summoning them in will cause them to fly away without a speed decrease or increase even with the name of the attribute being movement speed rather than walking speed. This affects all mobs that normally walk on the ground (Sheep, zombies, etc)
Replicate this bug for yourself:
/summon Ghast ~ ~ ~ {Attributes:[{Name:generic.movementSpeed,Base:0.001}]}Then, do:
/summon GhastCompare the speeds of the two ghasts. They are identical. Seeing as the default movement speed for living entities is 0.7, then the second
skeletonshould be 70 times faster than the first one.Using attribute generic.movementSpeed on any mob that has the ability to fly and summoning them in will cause them to fly away without a speed decrease or increase even with the name of the attribute being movement speed rather than walking speed. This affects all mobs that normally walk on the ground (Sheep, zombies, etc)
Replicate this bug for yourself:
/summon Ghast ~ ~ ~ {Attributes:[{Name:generic.movementSpeed,Base:0.001}]}Then, do:
/summon GhastCompare the speeds of the two ghasts. They are identical. Seeing as the default movement speed for living entities is 0.7, then the second ghast should be 70 times faster than the first one.
Using attribute generic.movementSpeed on any mob that has the ability to fly and summoning them in will cause them to fly away without a speed decrease or increase even with the name of the attribute being movement speed rather than walking speed. This affect
s allmobs that normally walk on the ground (Sheep, zombies, etc)Replicate this bug for yourself:
/summon Ghast ~ ~ ~ {Attributes:[{Name:generic.movementSpeed,Base:0.001}]}Then, do:
/summon GhastCompare the speeds of the two ghasts. They are identical. Seeing as the default movement speed for living entities is 0.7, then the second ghast should be 70 times faster than the first one.
Using attribute generic.movementSpeed on any mob that has the ability to fly and summoning them in will cause them to fly away without a speed decrease or increase even with the name of the attribute being movement speed rather than walking speed. This issue does not affect mobs that normally walk on the ground (Sheep, zombies, etc) and only flying based mobs (ghasts, bats, etc)
Replicate this bug for yourself:
/summon Ghast ~ ~ ~ {Attributes:[{Name:generic.movementSpeed,Base:0.001}]}Then, do:
/summon GhastCompare the speeds of the two ghasts. They are identical. Seeing as the default movement speed for living entities is 0.7, then the second ghast should be 70 times faster than the first one.
@Anthoni Wiese: Maybe unrelated, but your graphics card drivers are outdated. Update to http://www.geforce.com/drivers/results/91806
Anthoni Wiese, you don't have to comment when you add affected version(s) yourself
An image would be helpful to explain the exact setup, but from what I understand, this method wouldn't work at all unless the redstone didn't go into the side of the comparator with the comparator in subtraction mode.
Can confirm on Win 7 in 14w34d as well, as well as on RHEL, Ubuntu, and OS X Mavericks on same snapshot.
Can confirm, during my testing my average FPS was ~325 without the lava attempting to flow into barriers. Once it was released and the flowing lava hit the barriers, FPS dropped to ~190
Similar to Jay Blunt, cannot reproduce either in 14w34d.
Cannot replicate at all in 14w34d. Running with a GTX 660 (seemed relevant since its a visual thing)
Can confirm still in 14w34d.
I understand the reasoning behind why the minecarts shouldnt move, since players cannot push other entities (sheep, etc) around when they have the NoAI set to 1, but the reasoning of not having rotation/motion tags is completely wrong.
This said, the NoAI tag removes an entities AI, it being pushed around by outside forces really isnt an AI thing imo. But we'll see what Searge has to say (or anyone else) since Searge has marked a lot of NoAI issues as "won't fix"
Can confirm in 14w34d.
Can confirm for 1.8.1
Can confirm for 1.8.2-pre3
Can confirm for 15w39a, 15w39b, 15w39c. Attached my manually caused crash from 15w39c for reference (crash-2015-09-23_23.19.24-client.txt)
Can also confirm for 15w39c as well as the observed disconnects happening on major block update counts (such as trees) and newly created chunks
Why was this marked duplicate of 87041? They're similar errors but not identical. This one states a Execution Exception w/ a OOB, while the one marked for the duplicate states the player receives a Decoder Exception and OOB. It's probably related, but without having seen the full error message the players get in the other one I see no particular reason that these two errors stem from the same core classes thus duplicating one another. As for the driver being out of date, well aware, held off on it initially due to nvidia drivers being potentially buggy in the past and waiting to see if they would immediately release another update.
Very old ticket issue, but can confirm that ender dragons, ghasts, and bats do not obey the generic.movementSpeed attribute for MC version 15w40b using commands per below (replacing Ghast for the other two entitiy names)
summon Ghast ~ ~ ~ {Attributes:[{Name:"generic.movementSpeed",Base:0.001}]}Variants for the base value (0.1, etc) have been tried as well with no success or notice in movement speed differences.
Edit: Apparently I dont understand site formatting mechanics even with the use of the help.
flying or swimming is still a movement, which is what the attribute name implies it should modify - movement speeds, it isn't titled walkingSpeed, so I do not see this as intended.
In the claimed duplicated report, we can actually see the full stack trace of the error, in this one we cannot. As a programmer I would never claim this error to be identical to the other one without being able to trace where this error comes up from. There are plenty of ways to cause an individual error to appear without being the same culprit. I will agree to it possibly stemming from the same core issue (major block updates), but cannot agree to it being duplicates based on the presented error information. For all I know this error could stem from (hypothetical) class baz whereas the one claiming to be a duplicate of this one, stems from class bab.
I can confirm it still not working in 15w51b, added it to the affected versions list. I am still keeping tabs on this particular report.
Can confirm this issue still exists in 16w03a and 16w04a snapshots. Updated the versions list for this, and fixed an issue in the description saying to compare the skeletons instead of ghasts.
Confirmed for 1.12-pre7 (already added)
I may not need to SunCat but not everyone looks at the activity logs, or sees the full version list and may repeat whats already been added.