Sebastiano La Gala
- ocrapacreeper
- ocrapacreeper
- Europe/Stockholm
- Yes
- No
To reproduce, attack a Zombie as fast as you can with any weapon(Basically spamming mouse1). The Zombie will not be able to do any damage to you. You can literally stand inside of it, and it will rarely do damage as long as it's constantly being hit.
This doesn't seem to happen with other mobs, only Zombies. This seemed to first appear during the SMP/SSP merge in 1.3.
EDIT: Was able to reproduce this in 1.4.4.
To reproduce, attack a Zombie as fast as you can with any weapon(Basically spamming mouse1). The Zombie will not be able to do any damage to you. You can literally stand inside of it, and it will rarely do damage as long as it's constantly being hit.
This doesn't seem to happen with other mobs, only Zombies. This seemed to first appear during the SMP/SSP merge in 1.3.
EDIT: Was able to reproduce this in 1.4.4.
First picture is me constantly attacking the Zombie in, second one is when he was killed. I remained at the same health the entire time, which was 7 hearts
To reproduce, attack a Zombie as fast as you can with any weapon(Basically spamming mouse1). The Zombie will not be able to do any damage to you. You can literally stand inside of it, and it will rarely do damage as long as it's constantly being hit.
This doesn't seem to happen with other mobs, only Zombies. This seemed to first appear during the SMP/SSP merge in 1.3.
EDIT: Was able to reproduce this in 1.4.4.
First picture is me constantly attacking the Zombie inside of a 2 block high hole, second one is when he was killed. I remained at the same health the entire time, which was 7 hearts
To reproduce, attack a Zombie as fast as you can with any weapon(Basically spamming mouse1). The
Zombiewill not be able to do any damage to you. You can literally stand inside of it, and it will rarely do damage as long as it's constantly being hit.This doesn't seem to happen with other mobs, only Zombies. This seemed to first appear during the SMP/SSP merge in 1.3.
EDIT: Was able to reproduce this in 1.4.4.
First picture is me constantly attacking the Zombie inside of a 2 block high hole, second one is when he was killed. I remained at the same health the entire time, which was 7 hearts
To reproduce, attack a Zombie or Skeleton as fast as you can with any weapon(Basically spamming mouse1). The mob will not be able to do any damage to you. You can literally stand inside of it, and it will rarely do damage as long as it's constantly being hit.
This doesn't seem to happen with other mobs, only Zombies and Skeletons. This seemed to first appear during the SMP/SSP merge in 1.3.
EDIT: Was able to reproduce this in 1.4.4.
First picture is me constantly attacking the Zombie inside of a 2 block high hole, second one is when he was killed. I remained at the same health the entire time, which was 7 hearts
Zombies and skeletons can not deal damage while they're being attacked
When you
mine and break a block with a tool (Seems to be with swords, axes, shovels, pickaxes), thetool tip for thetool pops up even though you never switched items.Ex. If I break a block of sand with a diamond pick, "Diamond Pickaxe" shows up above my hotbar even though I never switched items
Whenever you use an item with durability, and the durability decreases, the items tooltip pops up even though you never switched items.
Ex. If I break a block of sand with a diamond pick, "Diamond Pickaxe" shows up above my hotbar even though I never switched items
If I fire an arrow, "Bow" shows up above my hotbar, again, I never switched items.
This does not happen in creative mode, as durability never decreases.
Item switching tooltip popsup whenmining a blockwitha toolItem switching tooltips pop up when current item's durability decreases, even though you never switch items
Item switching tooltipspop up when current item's durability decreases, even though you never switch itemsTool Highlight pop up when current item's durability decreases, even though you never switch items
"credits.ogg" (
Which I believe is named "Alpha" in C418's Volume Beta) does not play upon viewing the credits after entering the portal created by killing the Ender Dragon. The end poem remains silent through the entire 10 minutes.The track exists in my assets folder, so it does not appear to be a problem with Amazon like others are experiencing with the new music.
"credits.ogg" (Named "Alpha" in C418's Volume Beta) does not play upon viewing the credits after entering the portal created by killing the Ender Dragon. The end poem remains silent through the entire 10 minutes.
The track exists in my assets folder, so it does not appear to be a problem with Amazon like others are experiencing with the new music.
"credits.ogg" (Named "Alpha" in C418's Volume Beta) does not play upon viewing the credits after entering the portal created by killing the Ender Dragon. The end poem remains silent through the entire 10 minutes.
The track exists in my assets folder, so it does not appear to be a problem with Amazon like others are experiencing with the new music. I think it may have to do with the fact that the credits pause the game, and pausing the game also pauses music as of 1.7.
"credits.ogg" (Named "Alpha" in C418's Volume Beta) does not play upon viewing the credits after entering the portal created by killing the Ender Dragon. The end poem remains silent through the entire 10 minutes.
The track exists in my assets folder, so it does not appear to be a problem with Amazon like others are experiencing with the new music.
I think it may haveto do with the fact that the credits pause the game, and pausing the game also pauses music as of 1.7."credits.ogg" (Named "Alpha" in C418's Volume Beta) does not play upon viewing the credits after entering the portal created by killing the Ender Dragon. The end poem remains silent through the entire 10 minutes.
The track exists in my assets folder, so it does not appear to be a problem with Amazon like others are experiencing with the new music.It most likely has to do with the fact that the credits pause the game, and pausing the game also pauses music as of 1.7.
"credits.ogg" (Named "Alpha" in C418's Volume Beta) does not play upon viewing the credits after entering the portal created by killing the Ender Dragon. The end poem remains silent through the entire 10 minutes.
The track exists in my assets folder, so it does not appear to be a problem with Amazon like others are experiencing with the new music.It most likely has to do with the fact that the credits pause the game, and pausing the game also pauses music as of 1.7.
"credits.ogg" (Named "Alpha" in C418's Volume Beta) does not play upon viewing the credits after entering the portal created by killing the Ender Dragon. The end poem remains silent through the entire 10 minutes.
It most likely has to do with the fact that the credits pause the game, and pausing the game also pauses music as of 1.7. I could be wrong though. Either case, the track does not play.
"credits.ogg" (Named "Alpha" in C418's Volume Beta) does not play upon viewing the credits after entering the portal created by killing the Ender Dragon. The end poem remains silent through the entire 10 minutes.
It most likely has to do with the fact that the credits pause the game, and pausing the game also pauses music as of 1.7. I could be wrong though
. Either case, the track does not play."credits.ogg" (Named "Alpha" in C418's Volume Beta) does not play upon viewing the credits after entering the portal created by killing the Ender Dragon. The end poem remains silent through the entire 10 minutes.
It most likely has to do with the fact that the credits pause the game, and pausing the game also pauses music as of 1.7. I could be wrong though, either case, the track does not play.
"credits.ogg" (Named "Alpha" in C418's Volume Beta) does not play upon viewing the credits after entering the portal created by killing the Ender Dragon. The end poem remains silent through the entire 10 minutes.
It most likely has to do with the fact that the credits pausethe game, andpausingthe game also pauses music as of 1.7. I could be wrong though, eithercase, the track does not play."credits.ogg" (Named "Alpha" in C418's Volume Beta) does not play upon viewing the credits after entering the portal created by killing the Ender Dragon. The end poem remains silent through the entire 10 minutes.
At first I thought it was a side effect of the game pausing music now, but it appears that's not the case as it still did not play with the world opened to LAN.
"credits.ogg" (Named "Alpha" in C418's Volume Beta) does not play upon viewing the credits after entering the portal created by killing the Ender Dragon. The end poem remains silent through the entire 10 minutes.
At first I thought it was a side effect of the game pausing music now, but it appears that's not the case as it still did not play with the world opened to LAN.
"credits.ogg" (Named "Alpha" in C418's Volume Beta) does not play upon viewing the credits after entering the portal created by killing the Ender Dragon. The end poem remains silent through the entire 10 minutes.
On rare occasions the track may play, but plays at the incorrect time and cuts out when the credits finished (I.E I had it start to play at the "Twenty years from now..." quote, which is the very end of the poem.
Credit screen/End Poem music not playing correctly
"credits.ogg" (Named "Alpha" in C418's Volume Beta) does not play upon viewing the credits after entering the portal created by killing the Ender Dragon. The end poem remains silent through the entire 10 minutes.
On rare occasions the track may play, but plays at the incorrect time and cuts out when the credits finished
(I.E I had it start to play at the "Twenty years from now..." quote, which is the very end of the poem."credits.ogg" (Named "Alpha" in C418's Volume Beta) does not play upon viewing the credits after entering the portal created by killing the Ender Dragon. The end poem remains silent through the entire 10 minutes.
On rare occasions the track may play, but plays at the incorrect time and cuts out when the credits finished. I once had it just start to play at the "Twenty years from now..." quote, which is the very end of the poem.
"credits.ogg" (Named "Alpha" in C418's Volume Beta) does not play upon viewing the credits after entering the portal created by killing the Ender Dragon. The end poem remain
ssilent through the entire 10 minutes.On rare occasions the track may play, but plays at the incorrect time and cuts out when the credits finished. I once had it just start to play at the "Twenty years from now..." quote, which is the very end of the poem.
"credits.ogg" (Named "Alpha" in C418's Volume Beta) does not play upon viewing the credits after entering the portal created by killing the Ender Dragon. The end poem can remain silent through the entire 10 minutes.
On rare occasions the track may play, but plays at the incorrect time and cuts out when the credits finished. I once had it just start to play at the "Twenty years from now..." quote, which is the very end of the poem.
In 14w02a, I've observed some buggy Endermen behavior that is likely caused by the way teleporting was changed (That's what I assume. It may be caused by something different)
1. Endermen take a very long time to teleport out of water, rain or lava. There is a huge delay between when they touch a liquid and when they actually teleport, rather than instantaneously. Sometimes when this occurs, the enderman will appear to try and teleport (fly across the screen), but will still be in the water.
2. Another huge delay in teleportation occurs when they stand in day light
3. They rarely teleport in attempt to dodge melee attacks. I've been able to kill an Endermen from full health with a wooden sword while aiming at their chest without a single teleportation.
In general Endermen teleportation seems to be a lot slower
In 14w02a, I've observed some buggy Endermen behavior that is likely caused by the way teleporting was changed (That's what I assume. It may be caused by something different)
1. Endermen take a very long time to teleport out of water, rain or lava. There is a huge delay between when they touch a liquid and when they actually teleport, rather than instantaneously. Sometimes when this occurs, the enderman will appear to try and teleport (fly across the screen), but will still be in the water.
2. Another huge delay in teleportation occurs when they stand in day light
3. They rarely teleport in attempt to dodge melee attacks. I've been able to kill an Endermen from full health with a wooden sword while aiming at their chest without a single teleportation.
In general Endermen teleportation seems to be a lot slower
I apologize if this is a dupe, I could not break down the search results
In 14w02a and the following bug fix versions, I've observed some buggy Endermen behavior that is likely caused by the way teleporting was changed. (That's what I assume. It may be caused by something different)
1. Endermen take a very long time to teleport out of water, rain or lava. There is a huge delay between when they touch a liquid and when they actually teleport, rather than instantaneously. Sometimes when this occurs, the enderman will appear to try and teleport (fly across the screen), but will still be in the water.
2. Another huge delay in teleportation occurs when they stand in day light
3. They rarely teleport in attempt to dodge melee attacks. I've been able to kill an Endermen from full health with a wooden sword while aiming at their chest without a single teleportation.
In general Endermen teleportation seems to be a lot slower
I apologize if this is a dupe, I could not break down the search results.
After being damaged by a player, Endermen seem to lose the ability to teleport in order dodge melee attacks, and simply take sword hits to the face without teleporting once. They will still dodge before being damaged. Arrow dodging behavior seems normal
This also seems to cause Endermen to be unable to teleport out of water or lava, but it may be related to a different bug
Effects 14w06b, where Endermen were given updated AI.
Ever since the AI changes in the early 1.8 snapshots, Endermen AI has been buggy in multiple ways.
1. When an Enderman teleports, their pathfinding does not account for it. As a result they will often pathfind to the spot they stood before teleporting. This can turn into an endless loop.
2. After taking player damage, Endermen lose the ability to teleport in order to dodge melee and environmental damage such as water. They will not dodge sword hits or teleport out of water/lava. They seem to still dodge arrows however.
3. Endermen deaggro after losing line of sight
4. (May be related to a separate, general bug) Walk at a glitchy fast speed
This only happens if the Enderman receives player damage once.
When an Enderman tries to dodge a melee attack like normal, it will appear to teleport, but fail to do so and effectively stay in the same spot. This gives a lag like appearance where the Enderman will fly across the screen but then quickly come back to where he was (Similar appearance to mobs that appear to glitch out of walls back fly back in)
To reproduce:
1. Look at an Enderman to aggro him
2. Manage to damage him once (This is what causes the bug. If you don't manage to damage him, he will successfully dodge)
3. Aim at his chest area to try and trigger his dodging
4. The Enderman will fail to dodge attacks and will take every melee hitScreenshot explanation:
1st: Initial damage to the enderman
2nd: Enderman attempts to teleport away
3rd: Right after the 2nd screenshot, enderman appears back where he was, letting me continue to melee him in the same spot.This only happens if the Enderman receives player damage.
When an Enderman tries to dodge a melee attack like normal, it will appear to teleport, but fail to do so and effectively stay in the same spot. This gives a lag like appearance where the Enderman will fly across the screen but then quickly come back to where he was (Similar appearance to mobs that appear to glitch out of walls back fly back in)To reproduce:
1. Look at an Enderman to aggro him
2. Manage to damage him once (This is what causes the bug. If you don't manage to damage him, he will successfully dodge)
3. Aim at his chest area to try and trigger his dodging
4. The Enderman will fail to dodge attacks and will take every melee hitScreenshot explanation:
1st: Initial damage to the enderman
2nd: Enderman attempts to teleport away
3rd: Right after the 2nd screenshot, enderman appears back where he was, letting me continue to melee him in the same spot.
This only happens if the Enderman receives player damage.
When an Enderman tries to dodge a melee attack like normal, it will appear to teleport, but fail to do so and effectively stay in the same spot. This gives a lag like appearance where the Enderman will fly across the screen but then quickly come back to where he was (Similar appearance to mobs that appear to glitch out of wallsbackfly back in)To reproduce:
1. Look at an Enderman to aggro him
2. Manage to damage him once (This is what causes the bug. If you don't manage to damage him, he will successfully dodge)
3. Aim at his chest area to try and trigger his dodging
4. The Enderman will fail to dodge attacks and will take every melee hitScreenshot explanation:
1st: Initial damage to the enderman
2nd: Enderman attempts to teleport away
3rd: Right after the 2nd screenshot, enderman appears back where he was, letting me continue to melee him in the same spot.This only happens if the Enderman receives player damage.
When an Enderman tries to dodge a melee attack like normal, it will appear to teleport, but fail to do so and effectively stay in the same spot. This gives a lag like appearance where the Enderman will fly across the screen but then quickly come back to where he was (Similar appearance to mobs that appear to glitch out of walls and fly back in)To reproduce:
1. Look at an Enderman to aggro him
2. Manage to damage him once (This is what causes the bug. If you don't manage to damage him, he will successfully dodge until you do so.)
3. Aim at his chest area to try and trigger his dodging
4. The Enderman will fail to dodge attacks and will take every melee hitScreenshot explanation:
1st: Initial damage to the enderman
2nd: Enderman attempts to teleport away
3rd: Right after the 2nd screenshot, enderman appears back where he was, letting me continue to melee him in the same spot.
Windows 7 64 bit
After receiving player damage, Endermen "lag" back to where they were when attemptingto dodge melee attacksEndermen lose ability to dodge melee attacks after being hit
This only happens if the Enderman receives player damage.
When an Enderman tries to dodge a melee attack like normal, it will appear to teleport, but fail to do so and effectively stay in the same spot. This gives a lag like appearance where the Enderman will fly across the screen but then quickly come back to where he was (Similar appearance to mobs that appear to glitch out of walls and fly back in)To reproduce:
1. Look at an Enderman to aggro him
2. Manage to damage him once (This is what causes the bug. If you don't manage to damage him, he will successfully dodge until you do so.)
3. Aim at his chest area to try and trigger his dodging
4. The Enderman will fail to dodge attacks and will take every melee hitScreenshot explanation:
1st: Initial damage to the enderman
2nd: Enderman attempts to teleport away
3rd: Right after the 2nd screenshot, enderman appears back where he was, letting me continue to melee him in the same spot.This issues began to occur in 1.8 where Endermen were updated to use the pathfinding AI.
After initially aggroing the player, Enderman dodging behavior is normal, it teleports away from the player when their crosshair is aimed at their chest in close range. But once it is eventually damaged by a player, this behavior ceases to function. Instead, all melee attacks after the first one will cause Endermen to appear to teleport, but fail to do so and effectively stay in the same spot. This gives a lag like appearance where the Enderman will fly across the screen but then quickly come back to where he was (Similar appearance to mobs that appear to glitch out of walls and fly back in)
To reproduce:
1. Look at an Enderman to aggro him
2. Manage to damage him once (This is what causes the bug. If you don't manage to damage him, he will successfully dodge until you do so.)
3. Aim at his chest area to try and trigger his dodging
4. The Enderman will fail to dodge attacks and will take every melee hitScreenshot explanation:
1st: Initial damage to the enderman
2nd: Enderman attempts to teleport away
3rd: Right after the 2nd screenshot, enderman appears back where he was, letting me continue to melee him in the same spot.
This issue
sbegan to occur in 1.8 where Endermen were updated to use the pathfinding AI.After initially aggroing the player, Enderman dodging behavior is normal, it teleports away from the player when their crosshair is aimed at their chest in close range. But once it is eventually damaged by a player, this behavior ceases to function. Instead, all melee attacks after the first one will cause Endermen to appear to teleport, but fail to do so and effectively stay in the same spot. This gives a lag like appearance where the Enderman will fly across the screen but then quickly come back to where he was (Similar appearance to mobs that appear to glitch out of walls and fly back in)
To reproduce:
1. Look at an Enderman to aggro him
2. Manage to damage him once (This is what causes the bug. If you don't manage to damage him, he will successfully dodge until you do so.)
3. Aim at his chest area to try and trigger his dodging
4. The Enderman will fail to dodge attacks and will take every melee hitScreenshot explanation:
1st: Initial damage to the enderman
2nd: Enderman attempts to teleport away
3rd: Right after the 2nd screenshot, enderman appears back where he was, letting me continue to melee him in the same spot.
The ambient cave sounds that would play from dark areas underground appear to no longer play. Most likely due to the recent sound rewrites, as I have not heard any of them since captions were added.
Cave sounds: https://www.youtube.com/watch?v=LwcgG7ZYlFE
When the Ender Dragon flies to the center of the end island to hover above the portal and does the breath attack, she has issues turning around to target players behind her feet. In between breath attacks she will make an attempt to turn to players behind her but will stop immediately and not finish, proceeding to spew dragon breath at nothing.
This appears to not be intended because the dragon will properly target players positioned on the sides and front of her, but when a player is behind her she has trouble turning enough for her head to match the player's location and spews breath at nothing.
To reproduce:
1. Wait for the dragon to fly to the center where the portal is
2. Go directly behind her feet as she spews breath
3. Melee her
4. Notice how in between attack intervals, she will make an attempt to turn to you but stops too early, and will spew acid, letting you continue to hit her without moving
5. Repeat1-4on the other sides of the dragon and notice she will properly turn to youThe attached image is a diagram showing where the dragon can properly turn and the angle where she can't.
When the Ender Dragon flies to the center of the end island to hover above the portal and does the breath attack, she has issues turning around to target players behind her feet. In between breath attacks she will make an attempt to turn to players behind her but will stop immediately and not finish, proceeding to spew dragon breath at nothing.
This appears to not be intended because the dragon will properly target players positioned on the sides and front of her, but when a player is behind her she has trouble turning enough for her head to match the player's location and spews breath at nothing.
To reproduce:
1. Wait for the dragon to fly to the center where the portal is
2. Go directly behind her feet as she spews breath
3. Melee her
4. Notice how in between attack intervals, she will make an attempt to turn to you but stops too early, and will spew acid, letting you continue to hit her without moving
5. Repeat above on the other sides of the dragon and notice she will properly turn to youThe attached image is a diagram showing where the dragon can properly turn and the angle where she can't.
Due to
MC-87907being fixed, an unintended side effect has been caused where endermen will not dodge the player's melee attacks if they are aiming at somewhere other than their head.Previously they would dodge if you were attacking their torso.
Steps to reproduce:
1. Spawn an endermen
2. Punch his torso area; notice how he doesn't teleport
3. Punch his head, he will teleport and dodge the attack.
Endermencan't dodge melee attacks if the player isn't aiming at their headEndermen won't dodge melee attacks if the player isn't aiming at their head
Due to
MC-87907being fixed, an unintended side effect has been caused where endermen will not dodge the player's melee attacks if they are aiming at somewhere other than their head. Since the dodging is caused by "looking" at the endermen while they are aggro'd while close to the player, changing the "look" area also changes the area that triggers their dodging.Previously they would dodge if you were attacking their torso.
Steps to reproduce:
1. Spawn an endermen
2. Punch his torso area; notice how he doesn't teleport
3. Punch his head, he will teleport and dodge the attack.
Due to
MC-87907being fixed, an unintended side effect has been caused where endermen will not dodge the player's melee attacks if they are aiming at somewhere other than their head. Since the dodging is caused by "looking" at the endermen while they are aggro'd while close to the player, changing the "look" area also changes the area that triggers their dodging.Previously they would dodge if you were attacking their torso.
Steps to reproduce:
1. Spawn an endermen
2. Punch his torso area; notice how hedoesn't teleport
3. Punch his head, he will teleport and dodge the attack.Due to
MC-87907being fixed, an unintended side effect has been caused where endermen will not dodge the player's melee attacks if they are aiming at somewhere other than their head. They appear to "lag" in place and attempt to teleport, but fail to do so and effectively stay int he same spot. Since the dodging is caused by "looking" at the endermen while they are aggro'd while close to the player, changing the "look" area also changes the area that triggers their dodging.Previously they would dodge if you were attacking their torso.
Steps to reproduce:
1. Spawn an endermen
2. Punch his torso area; notice how he "attempts" to teleport but fails and stays in the same spot.
3. Punch his head, he will teleport and dodge the attack.











Just tested on 1.4.4. Trapped a Zombie in a 2 high hole, stood inside with him, and spammed attacked with a fist. I remained at the same amount health the entire time.
I apologize for the late update, I've been busy in my life and never noticed the posts requesting to test in 1.4.4
First picture is me constantly attacking the Zombie in, second one is when he was killed. I remained at the same health the entire time.
Can confirm for 1.4.5, and 12w49a.
Can confirm. This seems to happen to all mobs with pathfinding. It does not effect Endermen and Spiders since they have no pathfinding.
My volume is set to 100 as well as my headphones, could not hear it at all.
I think it may have to do with the fact that the credits pause the game, and pausing the game also pauses music as of 1.7.
I would not really call this a dupe of
MC-40268, they are two different issues. 40268 involves the boss music playing at a low volume. This ticket is about the credits music not playing at all possibly due to the game being paused during the credits.Two different things that would not be fixed at once if they were seen as the same problem.
Thank you.
On a side note, I just tried going into the credits with the world opened to LAN, so the game would not pause music. It appears pausing is not the issue, as the music still did not play.
Hm, I'm testing it in my survival mode world and it is still not playing, even after that line. I have my music and headphone volume set to max too.
Well, I finally got it to play. However, it did not play until the "20 years from now..." quote at the very end, and it cut out as soon as the credits finished.
I think the problem is the game is treating the song like one of the random songs that play in survival mode rather than it being scripted to play as soon as the credits start. Music plays at intervals, and the tracks that play are determined by where you are and what the gamemode is. So when you are viewing the credits, the game still treats it like a survival mode track that randomly plays. So it would only play if the game decides it's time to play music, so it can start to play anytime during the credits, or just simply not play at all.
Can we mark this as confirmed, please?
So far the track has played every time I've entered the portal, I'm not sure what could cause it not to play for others. If a mod has to re-open it, so be it. I can't reproduce the issue again myself however.
Yes this is still an issue in the 1.9 snapshots. Jeb assigned himself to it a while ago but I'm not sure what become of that.
I assume it's not reopened because most people, including me who originally reported it, can no longer reproduce it. I know when I was playing 15w31a it played just fine when I was going through the end portal.
There seems to be some other variable that causes it that we're not sure of.
Alright, dup indeed. Nothing came up in searching with the key words I used.
She'll fly back to the portal after reaching 0 health but she still won't die until she takes another while hit while above the portal.
Same here in 15w32a. Hear fireball but don't see one actually appear.
It's still happening to me in 15w33c. Can still confirm it.
I've noticed it also seems to come from the sky too rather than the Dragon. But then sometimes it comes directly from the Dragon's head. Maybe it ends up spawning too high in the air and immediately despawns?
Still in 15w34a. It's more obvious than ever now with the Zombie animations, as you can see their arms go back to their "non aggro" position while you're attacking them.
Looks like this was fixed in 15w35b, finally.
The problem is the Ender Dragon is capable of destroying its fireball on contact. Therefore when the fireball is fired, it often spawns inside of the dragon and instantly gets destroyed.
I've never experienced it being invisible for me. What usually happens to me is that the fireball simply never appears, or after I hear the firing sound, it comes down from the sky seconds later.
Sorry for lack of response, I haven't been following this ticket as I have yet to encounter the issue again myself.
@redstonehelper, I have no objections to handing the ticket to Fenhl. Do as you wish.
Issue is still present in 15w46a despite being marked fixed.
It doesn't always launch from the sky however, I've seen it come from the dragon's head before.
The so called corruption or instability you're describing is part of the track and intended by C418. If you listen to the track directly on bandcamp or after buying it on iTunes it sounds exactly like it does in-game.
Alright, thank you Jens.
This is still in the recent snapshots and appears to be less known. This bug has been around since Endermen were given updated AI in 1.8.
The correct behavior is that Endermen should stand still when the player places their crosshair on them, but this was broken when they were given the updated AI.
If music and cave sounds are handled the same way, it's possible the two tickets are related. But I am unsure of this.
Still an issue in 15w47c - Both entering and leaving a house.
Can't reproduce it anymore in 15w49b. It was fixed a few snapshots ago as
MC-59777, which somehow is a duplicated version of this ticket.No cave sounds still, in 16w06a.
Still there for me in 1.9 pre1. Hear the fireball, but it often doesn't come out.
Still haven't heard it once since the release of 1.9.
Interesting enough, if you turn subtitles on, you will occasionally see "Erie noise" but nothing is actually heard. I could assume these are meant to be the cave sounds.
@Nikos Moe: Yes the issue is somewhat back, but it's a seperate issue in
MC-101374After a lot of testing, yes it is fixed. The fireball always launches from the Dragon's head 100% of the time and it is visible.
@Michael Wobst
This issue in particular as been fixed, but there has been a similar issue,
MC-101374. They are not the same issue however.