Mithey
- Mithey
- mithey
- Europe/Stockholm
- Yes
- No
Repeat/fill clocks can't teleport amobwhen a player is riding itRepeat/fill clocks can't teleport an entity when a player is riding it
Clocks are unable to teleport a
mobwhen a player is riding it. For example summon in a rideable pig:/summon Pig ~ ~ ~
{Saddle:1}Put this into a repeat command block and activate it:
/tp @e[type=Pig] ~-0.1 ~ ~
The pig will start to move, however the second the player mounts the pig, the pig freezes in place.
Oddly enough if you type in something like /tp @e[type=Pig] ~-0.5 ~ ~ manually though the pig will actually move, so it's an issue with repeat/fill clocks it would seem.
Clocks are unable to teleport an entity (pigs, boats, etc.) when a player is riding it. For example summon in a rideable pig:
/summon Pig ~ ~ ~
{Saddle:1}Put this into a repeat command block and activate it:
/tp @e[type=Pig] ~-0.1 ~ ~
The pig will start to move, however the second the player mounts the pig, the pig freezes in place.
Oddly enough if you type in something like /tp @e[type=Pig] ~-0.5 ~ ~ manually though the pig will actually move, so it's an issue with repeat/fill clocks it would seem.
Clocks are unable to teleport an entity (pigs, boats,
etc.) when a player is riding it. For example summon in a rideable pig:/summon Pig ~ ~ ~ {Saddle:1}Put this into a repeat command block and activate it:
/tp @e[type=Pig] ~-0.1 ~ ~The pig will start to move, however the second the player mounts the pig, the pig freezes in place.
Oddly enough if you type in something like
/tp @e[type=Pig] ~-0.5 ~ ~manually though the pig will actually move, so it's an issue with repeat/fill clocks it would seem.
Clocks are unable to teleport an entity (pigs, boats, and horses) when a player is riding it. For example summon in a rideable pig:
/summon Pig ~ ~ ~ {Saddle:1}Put this into a repeat command block and activate it:
/tp @e[type=Pig] ~-0.1 ~ ~The pig will start to move, however the second the player mounts the pig, the pig freezes in place.
Oddly enough if you type in something like
/tp @e[type=Pig] ~-0.5 ~ ~manually though the pig will actually move, so it's an issue with repeat/fill clocks it would seem.
There are some work-arounds to this bug. You can either use a minecart instead or have the pig/boat/horse ride an armor stand and then teleport the armor stand instead of the entity the player actually directly rides.
I've ran into this problem several times now through out the pre-releases. The shield becomes permanently active - slowing down the player, making them block almost all damage, and making them immune to knockback effects.
Taking the shield off doesn't seem to fix the issue either. Reloading the Minecraft world can fix it though.
This bug basically makes the player immortal and allows them to keep swinging with a sword and using other items.
Currently I don't know how to recreate the bug, all I know is it's happened to me a good 15-20 times now.
Edit: I found a way to partially
The
voice/speechvolume slider doesn'tturn up/down the volume. If it's anywhere between 0-100% then the sound will be at max volume, where as if it'sturnedoff then you don't hear anything like expected.For example:
Turn on voice/speech volume to 100%
Run this - /playsound minecraft:entity.ghast.ambient voice @a ~ ~ ~ 1000
Turn the voice/speech volume to 0%
Run this again and observe the volume didn't change - /playsound minecraft:entity.ghast.ambient voice @a ~ ~ ~ 1000
Turn the voice/speech volume to off
Run that command again and you shouldn't hear anything.The volume sliders don't work if the /playsound volume is set too high. If volume is set to 1000 for example then the volume of the sound playing will be at 100% unless the player turns off the sound category or adjusts the master volume.
For example:
Turn on voice/speech volume to 100%
Run this - /playsound minecraft:entity.ghast.ambient voice @a ~ ~ ~ 1000
Turn the voice/speech volume to 0%
Run this again and observe the volume didn't change - /playsound minecraft:entity.ghast.ambient voice @a ~ ~ ~ 1000
Turn the voice/speech volume to off
Run that command again and you shouldn't hear anything.This can break custom music in maps if this is intended as music needs to be set to a high amount of volume so player's can continue to hear it no matter where they are. With this bug player's can't adjust the volume of such things without having to adjust every other sound in the process too.
Voice/speech volume slider doesn'tturn up/down volumeVolume sliders don't work if /playsound volume is set too high
Firework damage currently ignores friendly fire, allowing you to kill others on servers even in peaceful zones. Even if you can't physically place blocks like lava.
To test it do:
/scoreboard teams add Temp
/scoreboard teams option Temp friendlyfire false
/scoreboard teams join Temp @a
/give @p minecraft:fireworks 1 0 {Fireworks:{Explosions:[{}]}}
Make sure other player has a block over them, and summon fireworks on them.
I have not tested it with
setting friendly fire off inserver properties, though I imagine that would result in the same thing.Firework damage currently ignores friendly fire, allowing you to kill others on servers even in peaceful zones. Even if you can't physically place blocks like lava.
To test it do:
/scoreboard teams add Temp
/scoreboard teams option Temp friendlyfire false
/scoreboard teams join Temp @a
/give @p minecraft:fireworks 1 0 {Fireworks:{Explosions:[{}]}}
Make sure other player has a block over them, and summon fireworks on them.
I have not tested it with the server property settings, though I imagine that would result in the same thing.
The bug is still in 16w05b.
I'd definitely agree that we very much need a NoGravity or a NoPush tag now or something for all entities, as this breaks a good number of maps out there and makes doing things like entity animations a lot harder as we can't guarantee where an entity will be now if the player can push them around. However that being said there is still one rather messy and potentially laggy work around for this:
Give your previous NoAI mobs levitation with an amplifier of -1 to make them float, ie: /entitydata @e[type=Enderman] {ActiveEffects:[
{Id:25,Duration:999999999,Amplifier:-1}]}
However a player can still push it around so you will also have to give your entity a unique tag and then set up a repeat command block constantly teleporting the mob to the spot they should be in.
For entity animations you will probably want to hook up an invisible armor stand with each entity as armor stands don't get pushed around. So you'd actually be moving the armor stand as needed with commands and then at the end of the command block chain have the entity be teleported to the armor stand.
Again that is a really messy sub-par solution, especially when before we only needed to type in NoAI:1 and be happy. This really stinks for someone like me who literally has over 100 NoAI entities in my main map that I've been working on for a year now.
This bug still exists in 1.9 pre-release 1
There is a bug very similar to this one that exists which makes your character block permanently until you die or reload the world. Even getting rid of the shield completely doesn't stop your character from blocking everything and basically being immortal. I don't know how to recreate that bug though, all I know is it's happened to me every single time in the final areas of my map.
I really hope they fix this bug soon as it's rather quite game breaking combat wise and the bugs have been there for ages and still exists in 1.9 itself.
Use one of the solutions I suggested for having an entity float - give it levitation with a -1 amplifier for example: /entitydata @e[type=Enderman] {ActiveEffects:[
{Id:25,Duration:999999999,Amplifier:-1}]}
In general you should be able to find an appropriate solution with a combination of these:
*Give an entity levitation with a -1 amplifier
*Run a clock tping them to the spot where they should be at
*Run a clock setting their motion to Motion:[0d,0d,0d]
*Have them ride an entity that isn't effected by gravity/knockback - ie: NoGravity armor stand or an area effect cloud
*Have them join a scoreboard team which has the collisionRule set to never
This is no longer a bug, or seems to be working as of 1.9.2. (at least the skeleton part) Some of the related issues also now seem to work - iron golems don't attack you. The only monster on the same team that still attacks you from what I can tell are endermen. Please update this issue to enderman and have 1.9.2 as the affected version, or re-open
MC-101671.This bug report can be closed as it relates to
MC-92916This bug still exists in the Minecraft 1.11 release