Maarten Meuris
- nyerguds
- nyerguds
- Europe/Stockholm
- Yes
- No
In a mob grinder I often see mobs immediately picking up armour pieces dropped by the preceding killed mob. While witnessing this, I saw a fully gold-armoured zombie pick up golden armour drops from the previous mob, despite already wearing the same thing.
They don't seem to drop their own armour when doing this, either; they just 'absorb' the new armour piece on top of their own, and drop it as item when they're
killedkilled, like mobs normally do.I specifically checked that they weren't holding the armour in their hands as item.
Mobspick up armour while already wearingthe samearmourMobs spawned with armour still pick up armour of the same type
In a mob grinder I often see mobs immediately picking up armour pieces dropped by the preceding killed mob. While witnessing this, I saw a fully gold-armoured zombie pick up golden armour drops from the previous mob, despite already wearing the same thing.
They don't seem to drop their own armour when doing this, either; they just 'absorb' the new armour piece on top of their own, and drop it as item when they're killed, like mobs normally do with picked up armour.
I specifically checked that they weren't holding the armour in their hands as item.
Mobs normally only replace armour with other armour of better quality / with better enchantments. It seems this rule is not followed for the armour with which the mobs are initially spawned, though.
In fact, it is possible to harvest undamaged armour from any mob simply by dumping inferior armour of the same type onto the mob. The mob will then drop certain pieces of its own armour, completely undamaged. The armour given to the mob can then be retrieved, undamaged, by killing the mob.
From my observations it seems mobs are predetermined in what armour pieces they will drop. They will pick up anything offered (of the same material, or better quality), but will only actually drop the pieces they're set to drop. In some cases they don't seem accept any of the armour given to them by the player. In these cases they usually also won't drop anything. Strangely enough, mobs in this state will also refuse better armour, or even armour pieces they're not wearing yet.
Description of the screenshots:
2014-01-07_21.14.39.png - zombie with enchanted helmet and chestplate.
2014-01-07_21.14.47.png - zombie after replacing its armour with the inferior unenchanted versions seen held by the player in the first screenshot.
2014-01-07_21.15.28.png - The armour drops released by the zombie when it took that armour.
2014-01-07_21.15.50.png - The damaged armour, neatly returned when the mob is killed (making it infinitely reusable for the same trick).
Mobs normally only replace armour with other armour of better quality / with better enchantments. It seems this rule is not followed for the armour with which the mobs are initially spawned, though.
In fact, it is possible to harvest undamaged armour from any mob simply by dumping inferior armour of the same type onto the mob. The mob will then drop certain pieces of its own armour, completely undamaged. The armour given to the mob can then be retrieved, undamaged, by killing the mob.
From my observations it seems mobs are predetermined in what armour pieces they will drop. They will pick up anything offered (of the same material, or better quality), but will only actually drop the pieces they're set to drop. In some casestheydon't seem accept any of the armour given to them by the player. In these cases they usually also won't drop anything. Strangely enough, mobsin thisstate will also refuse better armour, or even armour pieces they're not wearing yet.Description of the screenshots:
2014-01-07_21.14.39.png - zombie with enchanted helmet and chestplate.
2014-01-07_21.14.47.png - zombie after replacing its armour with the inferior unenchanted versions seen held by the player in the first screenshot.
2014-01-07_21.15.28.png - The armour drops released by the zombie when it took that armour.
2014-01-07_21.15.50.png - The damaged armour, neatly returned when the mob is killed (making it infinitely reusable for the same trick).Mobs, if they have the ability to pick up items, normally only replace armour with other armour of better quality / with better enchantments. However, it seems there is a bug in this rule that makes them pick up objects whose damage state is more damaged than what they already have, rather than less damaged. What is even stranger, though, is that in that case, they drop their own item completely undamaged.
Not only does this allow automating getting special drops out of mobs, but the items are 'harvested' completely undamaged, and since items picked up by mobs never get damage, the damaged items given to the mob can be retrieved without further damage simply by killing the mob, allowing this trick to be repeated infinitely with the same items.
Description of the screenshots:
2014-01-07_21.14.39.png - zombie with enchanted helmet and chestplate.
2014-01-07_21.14.47.png - zombie after replacing its armour with the inferior unenchanted versions seen held by the player in the first screenshot.
2014-01-07_21.15.28.png - The armour drops released by the zombie when it took that armour.
2014-01-07_21.15.50.png - The damaged armour, neatly returned when the mob is killed (making it infinitely reusable for the same trick).
Mobs, if they have the ability to pick up items, normally only replace armour with other armour of better quality / with better enchantments. However, it seems there is a bug in this rule that makes them pick up objects whose damage state is more damaged than what they already have, rather than less damaged. What is even stranger, though, is that in that case, they drop their own item completely undamaged.
Not only does this allow automating getting special drops out of mobs, but the items are 'harvested' completely undamaged, and since itemspickedupby mobs never get damage,thedamaged items given to the mob can be retrieved without further damage simply by killing the mob, allowing this trick to be repeated infinitely with the same items.Description of the screenshots:
2014-01-07_21.14.39.png - zombie with enchanted helmet and chestplate.
2014-01-07_21.14.47.png - zombie after replacing its armour with the inferior unenchanted versions seen held by the player in the first screenshot.
2014-01-07_21.15.28.png - The armour drops released by the zombie when it took that armour.
2014-01-07_21.15.50.png - The damaged armour, neatly returned when the mob is killed (making it infinitely reusable for the same trick).Mobs, if they have the ability to pick up items, normally only replace armour with other armour of better quality / with better enchantments. However, it seems there is a bug in this rule that makes them pick up objects whose damage state is more damaged than what they already have, rather than less damaged. What is even stranger, though, is that in that case, they drop their own item completely undamaged.
From my observations it seems mobs are predetermined in what armour pieces they will drop. They will pick up anything offered (of the same material, or better quality), replacing the stuff the're currently carrying, but will only actually drop the pieces they're set to drop.
Not only does this allow automating getting special drops out of mobs, but the items are 'harvested' completely undamaged, and since items picked up by mobs never get damage, the damaged items given to the mob can be retrieved without further damage simply by killing the mob, allowing this trick to be repeated infinitely with the same items.
Description of the screenshots:
2014-01-07_21.14.39.png - zombie with enchanted helmet and chestplate.
2014-01-07_21.14.47.png - zombie after replacing its armour with the inferior unenchanted versions seen held by the player in the first screenshot.
2014-01-07_21.15.28.png - The armour drops released by the zombie when it took that armour.
2014-01-07_21.15.50.png - The damaged armour, neatly returned when the mob is killed (making it infinitely reusable for the same trick).
Mobs, if they have the ability to pick up items, normally only replace armour with other armour of better quality / with better enchantments. However, it seems there is a bug in this rule that makes them pick up objects whose damage state is more damaged than what they already have, rather than less damaged. What is even stranger, though, is that in that case, they drop their own item completely undamaged.
From my observations it seems mobs are predetermined in what armour pieces they will drop. They will pick up anything offered (of the same material, or better quality), replacing the stuff they're currently carrying, but will only actually drop the pieces they're set to drop.
Not only does this allow automating getting special drops out of mobs, but the items are 'harvested' completely undamaged, and since items picked up by mobs never get damage, the damaged items given to the mob can be retrieved without further damage simply by killing the mob, allowing this trick to be repeated infinitely with the same items.
Description of the screenshots:
2014-01-07_21.14.39.png - zombie with enchanted helmet and chestplate.
2014-01-07_21.14.47.png - zombie after replacing its armour with the inferior unenchanted versions seen held by the player in the first screenshot.
2014-01-07_21.15.28.png - The armour drops released by the zombie when it took that armour.
2014-01-07_21.15.50.png - The damaged armour, neatly returned when the mob is killed (making it infinitely reusable for the same trick).
Mobs, if they have the ability to pick up items, normally only replace armour with other armour of better quality / with better enchantments. However, it seems there is a bug in this rule that makes them pick up objects whose damage state is more damaged than what they already have, rather than less damaged. What is even stranger, though, is that in that case, they drop their own item completely undamaged.
From my observations it seems mobs are predetermined in what armour pieces they will drop
. They will pick up anything offered (of the same material, or better quality), replacing the stuff they're currentlycarrying, but will only actually drop the pieces they're set to drop.Not only does this allow automating getting special drops out of mobs, but the items are 'harvested' completely undamaged, and since items picked up by mobs never get damage, the damaged items given to the mob can be retrieved without further damage simply by killing the mob, allowing this trick to be repeated infinitely with the same items.
Description of the screenshots:
2014-01-07_21.14.39.png - zombie with enchanted helmet and chestplate.
2014-01-07_21.14.47.png - zombie after replacing its armour with the inferior unenchanted versions seen held by the player in the first screenshot.
2014-01-07_21.15.28.png - The armour drops released by the zombie when it took that armour.
2014-01-07_21.15.50.png - The damaged armour, neatly returned when the mob is killed (making it infinitely reusable for the same trick).Mobs, if they have the ability to pick up items, normally only replace armour with other armour of better quality / with better enchantments. However, it seems there is a bug in this rule that makes them pick up objects whose damage state is more damaged than what they already have, rather than less damaged. What is even stranger, though, is that in that case, they drop their own item completely undamaged.
From my observations it seems mobs are predetermined in what armour pieces they will drop by default (when not killed by a weapon with a Looting enchantment). When set to pick up items, they will pick up anything offered they deem superior (with the above flawed logic), replacing the stuff they're currently wearing, but will only actually drop the pieces they're set to drop, even if they pick up and use more armour pieces.
Not only does this allow automating getting special drops out of mobs, but the items are 'harvested' completely undamaged, and since items picked up by mobs never get damage, the damaged items given to the mob can be retrieved without further damage simply by killing the mob, allowing this trick to be repeated infinitely with the same items.
Description of the screenshots:
2014-01-07_21.14.39.png - zombie with enchanted helmet and chestplate.
2014-01-07_21.14.47.png - zombie after replacing its armour with the inferior unenchanted versions seen held by the player in the first screenshot.
2014-01-07_21.15.28.png - The armour drops released by the zombie when it took that armour.
2014-01-07_21.15.50.png - The damaged armour, neatly returned when the mob is killed (making it infinitely reusable for the same trick).
Mobs, if they have the ability to pick up items, normally only replace armour with other armour of better quality / with better enchantments. However, it seems there is a bug in this rule that makes them pick up objects whose damage state is more damaged than what they already have, rather than less damaged. What is even stranger, though, is that in that case,
theydrop their own item completely undamaged.From my observations it seems mobs are predetermined in what armour pieces they will drop by default (when not killed by a weapon with a Looting enchantment). When set to pick up items, they will pick up anything offered they deem superior (with the above flawed logic), replacing the stuff they're currently wearing, but will only actually drop the pieces they're set to drop, even if they pick up and use more armour pieces.
Not only does this allow automating getting special drops out of mobs, but the items are 'harvested' completely undamaged, and since items picked up by mobs never get damage, the damaged items given to the mob can be retrieved without further damage simply by killing the mob, allowing this trick to be repeated infinitely with the same items.
Description of the screenshots:
2014-01-07_21.14.39.png - zombie with enchanted helmet and chestplate.
2014-01-07_21.14.47.png - zombie after replacing its armour with the inferior unenchanted versions seen held by the player in the first screenshot.
2014-01-07_21.15.28.png - The armour drops released by the zombie when it took that armour.
2014-01-07_21.15.50.png - The damaged armour, neatly returned when the mob is killed (making it infinitely reusable for the same trick).Mobs, if they have the ability to pick up items, normally only replace armour with other armour of better quality / with better enchantments. However, it seems there is a bug in this rule that makes them pick up objects whose damage state is more damaged than what they already have, rather than less damaged. What is even stranger, though, is that in that case, mobs that spawned with armour and/or holding an item will drop their own items completely undamaged.
From my observations it seems mobs are predetermined in what armour pieces they will drop by default (when not killed by a weapon with a Looting enchantment). When set to pick up items, they will pick up anything offered they deem superior (with the above flawed logic), replacing the stuff they're currently wearing, but will only actually drop the pieces they're set to drop, even if they pick up and use more armour pieces.
Not only does this allow automating getting special drops out of mobs, but the items are 'harvested' completely undamaged, and since items picked up by mobs never get damage, the damaged items given to the mob can be retrieved without further damage simply by killing the mob, allowing this trick to be repeated infinitely with the same items.
Description of the screenshots:
2014-01-07_21.14.39.png - zombie with enchanted helmet and chestplate.
2014-01-07_21.14.47.png - zombie after replacing its armour with the inferior unenchanted versions seen held by the player in the first screenshot.
2014-01-07_21.15.28.png - The armour drops released by the zombie when it took that armour.
2014-01-07_21.15.50.png - The damaged armour, neatly returned when the mob is killed (making it infinitely reusable for the same trick).
When shift-clicking to craft a stack of bones into bone meal, when only one or two spaces are available in the inventory, the game produces full stacks of bone meal where multiples of three items should be created. This process means the final crafted item is fully consumed but only produces 1 or 2 items instead of its intended 3.
The same thing happens with other items. When a stack of blaze rods are taken, and shift-crafted into an inventory where all spaces are occupied, but one of them contains a single Blaze Powder item, then 32 blaze rods are consumed, but only 63 Blaze Powder item are added to the inventory, filling the stack to 64.
In this case, that final item should simply NOT be converted at all.
The screenshots show one bone meal item lost when shift-click crafting into an inventory where only two spaces are open.
I just noticed this same issue when holding down right-click for an extended time when using the spyglass.
To confirm, I then used the F3+T bug (hold down right click, press F3+T to reload textures, let go of mouse button while the reloading is in progress) to block the mouse click input, and physically disconnected my mouse, to confirm it was, in fact, not related to the mouse. Every minute or so, the spyglass would randomly zoom out and back in.
So yea, this is not a mouse issue. It's a Minecraft issue.
(Huh, the f3+t bug isn't actually logged, it seems?)







Hey. I'm the one who experienced the problem Freakus submitted.
I'm not sure what the exact numbers were, so they may not be 100% correct.
I made 14 fireworks stars, with feathers and yellow dye, then further modified to fade to red.
I made the rockets by putting the 14 stars on top, 20 papers below it, and (I think) 26 sulfur below that.
When shift-clicking, I got 14 1-power, yellow-to-red, Burst-explosion fireworks rockets, and 4 rockets with no modifiers at all shown on them. These 4 are what causes the problem.
Note that after the server restart, the problem only occurred again because I shot another one of these "blank" rockets.
Not actually a duplicate; this bug report shows the 'blank' rockets that cause the issue can be created with the crafting grid.
Is spawned fireworks and crafted fireworks the same? Because I made the kind that causes the disconnect, on my crafting bench
This still happens with the 2-sulfur and 3-sulfur configuration, though. All sulfur is used up, but the resulting rockets are all exactly the same, and even stackable.
No, I believe the bug is that using shift-click to bulk create, the non-starred fireworks made from the remaining paper and sulfur after using up the stars ARE the same as spawned blanks. I don't think normally crafted blanks give this problem.
One of the oddities is that they seem to absorb it, without dumping the old one... not sure if that is intended too.
Side note: I now have about two chests full of undamaged armour 'harvested' this way. I was under the impression that the intended behaviour was that armour drops were impossible to get without human interaction, much like exp orbs.
Someone on youtube figured out that apparently, it is caused by the one factor I didn't specifically test, namely durability.
It seems the actual bug is that they favour items with lower durability, and will even drop enchanted ones if they get a replacement with lower durability.
This explains a lot of the odd side behaviour I've had when testing this concerning them not dropping stuff (meaning what they were wearing was even poorer quality), and also explains why I'm getting practically only undamaged items.
Difficult to test for me, since I've done all my tests on a multiplayer server which doesn't use betas. But it is still present in 1.7.9.
I tried it on a new game in 14w19a, but it is almost impossible to test without a zombie/skeleton spawner, on Hard difficulty, in an area which has reached high regional difficulty. I found a spawner, but (probably due to low regional difficulty) I never got a decent amount of armoured mobs from it.
Well, it wasn't fixed in 1.8, so I assume it must still be in there? As I said, it's hard to test for me.
Still in 1.9 release version...
@Valentijn Kas Because naturally generated ice only remains ice if there are no blocks above it. It's not standing on ice; it's standing on water.
This isn't a bug; you have to make copies of an original written and signed book through your crafting table, and those copies will stack. Rather counterintuitive, yes, but not a bug.
Huh. I looked before and didnt' find much on the issue. Not sure what happened there, but I did find the issue now. Duplicate of
MC-1555, apparently.Please note, the wiki is just a wiki; it is NOT an official documentation source.
I wish I could place such things on fences in normal MC...
Deniz Tufan Arslan: Last I checked, the purpose of fixing bugs is to improve the game, not to prevent the creative use of block interaction. Not only is the existence of fish farms not an issue, but the trap door fix already got people to find ways around relying on fences anyway.
This is an issue even within the normal game: switching to the Unicode font allows adding more text.
In multiplayer this is a really annoying issue, since people who have the unicode font enabled can make signs that contains more text than is shown for players using the default font.
Still there in 1.13.1-pre1
Confirmed in 1.13.1.
Seems strange to resolve this as "works as intended"... every other aspect of the game treats it as fire damage. Those mobs should be cooked...
This should be reopened, yes... if you walk into any upright shipwreck's main (upper) cabin you see the ceiling is upside down, and the center of the table is, too. This is not some 'wreck damage' thing, it's clearly a bug.
Uhh, SunCat, breaking end portal blocks in survival is perfectly possible, and in fact ridiculously easy; just like for netherportals, you just empty a bucket into the same block, aiming it against the edge of an adjacent block. Why aren't there any issues about that? Is that
MC-11944issue about that? It seems to be private...This is a really commonly known and really game-breaking issue, too, since broken overworld portals can't be reactivated in pure survival mode.
I got a cured zombie turned cleric, never attacked him, and he asked
3257 rotten flesh for an emerald. After a few trades, it jumped up to3264. And the bizarre thing is, all his other trades are reduced to 1 as I'd expected from a cured villager. Only the first trade acts strange. This is just not normal...It is not an issue with the mouse. See the duplicate.
Confirmed on v1.19.3; While holding the spyglass, I held down right click and then blocked the mouse input using the F3+T trick (let go of a mouse button during texture reload, and the game will think it's still pressed down), and then physically disconnected my mouse, and it still randomly zoomed out and back in every minute or so. Even while the window wasn't focused (when using F3+P to disable pause on focus loss).