Matthias Saihttam
- Matthias Saihttam
- matthias saihttam
- America/New_York
- Yes
- No
Side note: You can use slot.container to access hotbar or inventory.
I saw this bug around the official release of 1.8, but I'm pretty sure it was fixed before 1.8.2-pre5. Not that it really matters. Thanks for fixing this Searge, it broke my teleporting in creative machine.
Problem: Minecraft saves (and sometimes renders) block entities after they've been destroyed, until the game is quit and reopened.
Steps to reproduce:
1. Run a command filling a large area (I used 1000+ blocks) with enchanting tables
2. Run a command fill the same area with air.
3. Run a command fill the same area with chests.Info:
The chests themselves won't render because they would be more than double chests, but Minecraft will render the books from on top of the enchanting tables. You could also switch steps 1 and 3 to render the chests inside the enchanting tables.What this means is that Minecraft is using storage to save the past locations of all tile entities, even after they are destroyed.
Screenshots attached
Summoning a slime with levitation
255, so that they aren't affected by gravity, will override the slimes AI and cause them to travel south indefinitely. All other mobs won't move at all.Steps to reproduce:
{Duration:300,Id:25,Amplifier:
1. Run /summon Slime ~ ~5 ~ {ActiveEffects:[255,Ambient:1b}]}
2. Observe the slime drift south.Other details:
{Duration:300,Id:25,Amplifier:
-This happens even when specifying a rotation value of 180, the slime will turn to face south. /summon Slime ~ ~1 ~ {ActiveEffects:[255,Ambient:1b}],Rotation:[180.0f,0.0f]}
{Duration:300,Id:25,Amplifier:
-If you give levitation to a pre-summoned slime, i.e. /entitydata @e[type=Slime] {ActiveEffects:[255,Ambient:1b}]}
the slime will drift in the direction is facing.
-/effect requires a different amplifier value to neglect all gravity, but should work the same.Summoning a slime with levitation, so that they aren't affected by gravity, will override the slimes AI and cause them to travel south indefinitely. All other mobs won't move at all.
Steps to reproduce:
{Duration:300,Id:25,Amplifier:1,Ambient:1b}
1. Run /summon Slime ~ ~5 ~ {ActiveEffects:[]}
2. Observe the slime drift south.Other details:
{Duration:300,Id:25,Amplifier:1,Ambient:1b}
-This happens even when specifying a rotation value of 180, the slime will turn to face south. /summon Slime ~ ~1 ~ {ActiveEffects:[],Rotation:[180.0f,0.0f]}
{Duration:300,Id:25,Amplifier:1,Ambient:1b}
-If you give levitation to a pre-summoned slime, i.e. /entitydata @e[type=Slime] {ActiveEffects:[]}
the slime will drift in the direction is facing.
-This works across all levels of levitation, most of my testing was done with level 255 though.
Summoning a slime with levitation, so that they aren't affected by gravity, will override the slimes AI and cause them to travel south indefinitely. All other mobs won't move at all.
Steps to reproduce:
{Duration:300,Id:25,Amplifier:1,Ambient:1b}
1. Run /summon Slime ~ ~5 ~ {ActiveEffects:[]}
2. Observe the slime drift south.Other details:
{Duration:300,Id:25,Amplifier:1,Ambient:1b}
-This happens even when specifying a rotation value of 180, the slime will turn to face south./summon Slime ~ ~1 ~ {ActiveEffects:[],Rotation:[180.0f,0.0f]}
{Duration:300,Id:25,Amplifier:1,Ambient:1b}
-If you give levitation to a pre-summoned slime, i.e. /entitydata @e[type=Slime] {ActiveEffects:[]}
the slime will drift in the direction is facing.
-This works across all levels of levitation, most of my testing was done with level 255 though.Summoning a slime with levitation, so that they aren't affected by gravity, will override the slimes AI and cause them to travel south indefinitely. All other mobs won't move at all.
Steps to reproduce:
1. Run/summon Slime ~ ~5 ~ {ActiveEffects:[{Duration:300,Id:25,Amplifier:1,Ambient:1b}]}2. Observe the slime drift south.
Other details:
-This happens even when specifying a rotation value of 180, the slime will turn to face south./summon Slime ~ ~1 ~ {ActiveEffects:[{Duration:300,Id:25,Amplifier:1,Ambient:1b}],Rotation:[180.0f,0.0f]}-If you give levitation to a pre-summoned slime, i.e.
/entitydata @e[type=Slime] {ActiveEffects:[{Duration:300,Id:25,Amplifier:1,Ambient:1b}]}the slime will drift in the direction is facing.
-This works across all levels of levitation, most of my testing was done with level 255 though.
Summoning a slime with levitation, so that they aren't affected by gravity, will override the slimes AI and cause them to travel south indefinitely. All other mobs won't move at all.
Steps to reproduce:
1. Run/summon Slime ~ ~5 ~ {ActiveEffects:[{Duration:300,Id:25,Amplifier:1,Ambient:1b}]}2. Observe the slime drift south.
Other details:
-This happens even when specifying a rotation value of 180, the slime will turn to face south./summon Slime ~ ~1 ~ {ActiveEffects:[{Duration:300,Id:25,Amplifier:1,Ambient:1b}],Rotation:[180.0f,0.0f]}-If you give levitation to a pre-summoned slime, i.e.
/entitydata @e[type=Slime] {ActiveEffects:[{Duration:300,Id:25,Amplifier:1,Ambient:1b}]}the slime will drift in the direction is facing.
-This works across all levels of levitation, most of my testing was done with level 255 though.Due to the info in the 2nd bullet point above, I can say this is almost certainly caused by
MC-87573.
Summoning a slime with levitation, so that they aren't affected by gravity, will override the slimes AI and cause them to travel south indefinitely. All other mobs won't move at all.
Steps to reproduce:
1. Run/summon Slime ~ ~5 ~ {ActiveEffects:[{Duration:300,Id:25,Amplifier:1,Ambient:1b}]}2. Observe the slime drift south.
Other details:
-This happens even when specifying a rotation value of 180, the slime will turn to face south./summon Slime ~ ~1 ~ {ActiveEffects:[{Duration:300,Id:25,Amplifier:1,Ambient:1b}],Rotation:[180.0f,0.0f]}-If you give levitation to a pre-summoned slime
, i.e./entitydata@e[type=Slime]{ActiveEffects:[{Duration:300,Id:25,Amplifier:1,Ambient:1b}]}the slime will drift in the direction is facing.
-This works across all levels of levitation, most of my testing was done with level 255 though.Due to the info in the 2nd bullet point above, I can say this is almost certainly caused by
MC-87573.Summoning a slime with levitation, so that they aren't affected by gravity, won't reset the slimes AI, so they'll move in whatever direction they were last moving indefinitely. Because of
MC-87573, a slime summoned with levitation will move south. All other mobs won't move at all when they have levitation.Steps to reproduce:
1. Run/summon Slime ~ ~5 ~ {ActiveEffects:[{Duration:300,Id:25,Amplifier:1,Ambient:1b}]}2. Observe the slime drift south.
Other details:
-This happens even when specifying a rotation value of 180, the slime will turn to face south. Again, this is because ofMC-87573./summon Slime ~ ~1 ~ {ActiveEffects:[{Duration:300,Id:25,Amplifier:1,Ambient:1b}],Rotation:[180.0f,0.0f]}-If you give levitation to a pre-summoned slime the slime will drift in the direction it was facing.
/effect @e[type=Slime] levitation 100 1-This works across all levels of levitation, but most of my testing was done with level 255.
Slimes with levitationwalk SouthSlimes with levitation moving


I can confirm in 14w27b. I was using a clock with this command: /replaceitem entity @a slot.hotbar.8 bow and when I removed the bow from slot 9 (8 according to command) it did not give me a new one. I did further testing and by tossing out the bow and then getting a positive comparator output off of this command: clear @p bow 0 0 I confirmed that for some reason it is giving you a ghost item or thinking you have the item even after removing it.
I can confirm in 14w27b. I was using a clock with this command: /replaceitem entity @a slot.hotbar.8 bow and when I removed the bow from slot 9 (8 according to command) it did not give me a new one. I did further testing and by tossing out the bow and then getting a positive comparator output off of this command: clear @p bow 0 0 I confirmed that for some reason it is giving you a ghost item or thinking you have the item even after removing it.
P.S. This is a duplicate of
MC-59176My testing shows that this is fixed in 14w30c.
Could be related or duplicate of
MC-69752If you read the description of both issues, redstonehelper, you'd see that they're totally unrelated. The potion effect here works fine, I'm reporting a fluke in slime AI. Besides, this is levitation, not haste, and this works perfectly for all mobs except slimes.
But the effect works, it makes the slimes float. Unless you mean that Mojang won't fix bugs caused by amplifiers greater than 4, in which case I'll update the bug report. I'll have to do more testing, but this should work with any level of levitation.
That was quick. I ran a test and it does work with levitation 1. Updating bug report now.
+Marcono1234 Thanks. I figured it was probably possible, but didn't know how.
This is probably works as intended, so you can't have an enderpearl in your second slot and just switch to that right after throwing the first one. Unless you mean that the second enderpearl should only show-up white after you switch to your second slot.
Can confirm. Furthermore, I'm almost certain this is because of the change to Passengers vs. Riding, because of other difficulties like jockeys not working.
I'd be willing to bet this is related, if not a duplicate, of
MC-89938.I have to disagree with your decision. No mobs will move while levitating, their AI is shut off. However slimes have a different movement pattern in the code. As opposed to zombies or skeletons which choose a target and slowly move towards it, slimes choose a target, get a velocity set (
MC-87573says this defaults to east) and don't "recalibrate" until they land again. If a slime is affected with levitation, it basically never recalculates or changes its velocity (because its AI is off), causing the drifting we see.If you read this and still want to close the issue, it's not my place to argue. After all, this is an extremely obscure bug that will never effect most players, but bug it is. Thanks for actively moderating both here and /r/minecraft.
I think that it is just a universal pathfinding issue, hence my link to the bug with zombies path finding.