MTandi
- mt.andi
- mt.andi
- Europe/Stockholm
- Yes
- No
Redstone Ore doesn't activate properly when mob jumps on it, or just walk on it.
I made a few traps, based on this feature of Redstone Ore before, but now they doesn't work very often.
Zombie on the
firstScreen Shot was spawned inside the box, and left it after breaking a door without activation of Redstone Ore.Redstone Ore doesn't activate properly when mob jumps on it, or just walk on it.
I made a few traps, based on this feature of Redstone Ore before, but now they doesn't work very often.
Zombie on the second Screen Shot was spawned inside the box, and left it after breaking a door without activation of Redstone Ore.
Redstone Ore doesn't activate properly when mob jumps on it, or just walk on it.
I made a few traps, based on this feature of Redstone Ore before, but now they doesn't work very often.
Zombie on the second
ScreenShot was spawned inside the box, and left it after breaking a door without activation of Redstone Ore.Redstone Ore doesn't activate properly when mob jumps on it, or just walk on it.
I made a few traps, based on this feature of Redstone Ore before, but now they doesn't work very often.
Zombie on the second screen shot was spawned inside the box, and left it after breaking a door without activation of Redstone Ore.
Creepers Have AI bug that they had before 1.3 update and in some 1.4 snapshots (it was fixed before 1.4 release).
Their AI is lagging and they does not interact properly with environment/cats/damage.
You can reproduce it by putting Creeper in water canal. If it starts to go against the current, it will still walk in that direction after leaving the water ignoring pathfinding and cats.
Creepers on the first screenshot walk into the void when they start fighting stream.
On the second screenshot Skeleton that was shot by Snow Golem in the stream avoid the hole. Creeper doesn't.
Creeper AIBroken (Again)Creeper AI lagging
Creeper AIlaggingCreeper AI update lag
Creepers Have AI bug that they had before 1.3 update and in some 1.4 snapshots (it was fixed before 1.4 release).
Their AI is lagging and they does not interact properly with environment/cats/damage.
You can reproduce it by putting Creeper
in water canal. If it starts to go against the current, it will still walk in that direction after leaving the water ignoring pathfinding and cats.Creepers on the first screenshot walk into the void when they start fighting stream.
On the second screenshot Skeleton that was shot by Snow Golem in the stream avoid the hole. Creeper doesn't.
Creepers Have AI bug that they had before 1.3 update and in some 1.4 snapshots (it was fixed before 1.4 release).
Their AI is lagging and they does not interact properly with environment/cats/damage.
You can reproduce it by putting Creeper after a Zombie in water canal with Snow Golem (Screenshot #2). If it starts to go against the current, it will still walk in that direction after leaving the water ignoring pathfinding and cats.
Creepers on the first screenshot walk into the void when they start fighting stream.
On the second screenshot Skeleton that was shot by Snow Golem in the stream avoid the hole. Creeper doesn't.
Creeper doesn't react at the Cat if there is another Cat (not visible for Creeper) within 3 blocks below it.
At the first screenshot, 2nd and 3rd floor Creepers doesn't react at their Cat unless you kill Cat below.At the
secondscreenshotall Creepers act properly.Creeper doesn't react at the Cat if there is another Cat (not visible for Creeper) within 3 blocks below it.
Most likely Creeper checks Cat presence starting from below coordinates and getting locked at first found Cat.
At the first screenshot, 2nd and 3rd floor Creepers doesn't react at their Cat unless you kill Cat below.
At the second screenshot all Creepers act properly.
Or remove visibility check so Creepers will feel the Cats through the walls and no extra processing is needed.
Creeper Cat ReactionInterferenceEntityAIAvoidEntity Interference
If you push solid block inside Wither Skeleton's head, visually Skeleton is usually moved, but starts taking suffocation damage as if
itwasn't pushed by Piston.And it
is not pushable by non-solid block, though sometimes visually it seems likeitis.If you push solid block inside Wither Skeleton's head, visually Skeleton is usually moved, but starts taking suffocation damage as if he wasn't pushed by Piston.
And it he's not pushable by non-solid block, though sometimes visually it seems like he is.
If you push solid block inside Wither Skeleton's head, visually Skeleton is usually moved, but starts taking suffocation damage as if he wasn't pushed by Piston.
And
ithe's not pushable by non-solid block, though sometimes visually it seems like he is.
Efficiency tools reversed problem.
Mining Fatigue effect doesn't modify speed of hand when mining blocks that are mined with Pickaxe.
I.e. it is possible to break stone with hand faster than wood.
Mining Fatiguedoesn't work for Hand and Material.rockMining Fatigue broken
Efficiency tools reversed problem.
Mining Fatigue effect
doesn't modify speed of handwhen miningblocksthat are mined with Pickaxe.I.e. it is possible to break stone with hand faster than wood.
Efficiency tools reversed problem.
Mining Fatigue effect working only when you mine blocks with their tools.
I.e. it is possible to break stone with hand faster than wood.









Joss Eden, that's right. It is AI update lag.
Markku, the environment doesn't matter. If there will be a wall instead of a hole to the void, the would just bump into the wall.
From your explanation all Entities that use this class have the same bug, so I updated the title and added example with Villagers and Zombies.
It's more noticeable with high levels of effect.
At level 4 effect (80% reduction) wood plank breaks in 15 seconds and stone in 7 seconds using hand.
At level 5 effect (100% reduction) wood plank is unbreakable and stone breaks in the same 7 seconds as without potion effect. The stone is unbreakable only for pickaxe.
If you use any other tool or bare hand, they ignore the debuff.
Seems like it came from Efficiency tools nerf. We can't use Efficiency shovels for mining anymore, but as the downside effect we now have Mining Fatigue (counter-effect) broken.
p.s. ну и ник у тебя
Since 13w07a they're acting more like in 1.4.7, but the lag is still there.
They will walk 3 blocks before the AI update tell that they are not in the stream.
You can reproduce it easily using Snow Golem like on the second screenshot. Put Creeper right after a Zombie, and it will start fighting the stream.
Skeletons doesn't have that lag and they react instantly, bypassing the hole.
In the 13w09c still exist.
I think the problem came from dispensers that are too sensitive when powered. The droppers are so fast that they react at Redstone updates not like an instant update but like frequent block changes. Maybe adding 1 tick delay before item drop will fix the problem.
Please add a picture from https://mojang.atlassian.net/browse/MC-10667 It is easier to reproduce and a bit different.
Or a picture from setup like here, that should be more realible http://www.youtube.com/watch?v=E4FuwPPcpds
In 13w10b they react a bit faster but not as good as skeletons and still walk in the holes
Update Affects Versions to 10b and pre-release.
I thought the BUD nerf will do the job, but it fixed nothing. Why was the BUD ability removed then?
Fixed for solid blocks, still getting stuck in non-opaque blocks sometimes.
Still exist in 1.5.1
Transparent*
I suggest this formula:
children parameter = av + rand(-0.6;1)*(6/(av+5) - 1)