Tim Gunderson
- phycist1616
- phycist1616
- Pacific/Honolulu
- Yes
- No
Zombies Spawning UncontrollablyZombie Detection Radius
First, this is not a duplicate of
MC-16311, see below.I posit at least one of these possibilities:
1. Zombie spawn conditions have changed (light level?)
2. Zombie behavior (detection skills?) has changed3. Zombie sieges event activity has changed (happens all the time or never ends?)4. The change between 13w22a and 13w23 made my lit caverns count as unlit, and would perhaps require removing and replacing all of my torches to count as properly lit.Unusual number of zombies spawning now in 13w23a and b.
Underground cave-system home (much like Etho's LP on the Ethoslab Youtube channel) had manageable numbers of zombies coming during 13w22a, but now is virtually swarmed with them.
This is not due to social zombies as I have observed during the course of other 1.6 snapshots, these waves of zombies appear with brief pauses, not directly from damage on an existing zombie (usually enough time to make another sword or eat a porkchop, and maybe regenerate some health).
Minutes after loading up my world in 13w23a, my wife and I battled hard, then I burned through 2 stacks of torches lighting additional areas in the cave system while she kept the horde at bay, but to no avail... it's like these zombies can sense us or our villagers from 50-100 blocks away through walls.
I do have a few cured villagers, but none of my doors have blocks exposed to sky on either side in a direct line (cave home). Without 'valid' doors, this can't be a village, and therefore can't be subject to sieges, right? Even if it were a siege, sieges end at some point, don't they?
First, this is not a duplicate of
MC-16311, see below.I posit at least one of these possibilities:
1. Zombie spawn conditions have changed (light level?)
2. Zombie behavior (detection skills?) has changed
3. Zombie sieges event activity has changed (happens all the time or never ends?)
4. The change between 13w22a and 13w23 made my lit caverns count as unlit, and would perhaps require removing and replacing all of my torches to count as properly lit.Unusual number of zombies
spawningdetecting now in 13w23a and b.Underground cave-system home (much like Etho's LP on the Ethoslab Youtube channel) had manageable numbers of zombies coming during 13w22a, but now is virtually swarmed with them.
This is not due to social zombies as I have observed during the course of other 1.6 snapshots, these waves of zombies appear with brief pauses, not directly from damage on an existing zombie (usually enough time to make another sword or eat a porkchop, and maybe regenerate some health).
Minutes after loading up my world in 13w23a, my wife and I battled hard, then I burned through 2 stacks of torches lighting additional areas in the cave system while she kept the horde at bay, but to no avail... it's like these zombies can sense
us orour villagers from 50-100 blocks away through walls.
I do have a few cured villagers, but none of my doors have blocks exposed to sky on either side in a direct line (cave home). Without 'valid' doors, this can't be a village, and therefore can't be subject to sieges, right? Even if it were a siege, sieges end at some point, don't they?
While building a ladder to climb out of a hole, I found that my player hitbox was interfering with ladder placement while I was hanging off a ladder directly below where I wanted to build up.
I'm getting a 504 error while trying to attach a screenshot, so see:
[IMG]http://i.imgur.com/TKgnTLF.png[/IMG]
A ladder I attempt to place with my cursor in that position jumps right back into my inventory. It will only place if I climb down a block, or hang at the far edge of the area in which I can hang on a ladder.This placement behavior does not occur in 1.7.4 and previous. It's kind of irritating, but not game-stopping.
While building a ladder to climb out of a hole, I found that my player hitbox was interfering with ladder placement while I was hanging off a ladder directly below where I wanted to build up.
I'm getting a 504 error while trying to attach a screenshot, so see:
http://i.imgur.com/TKgnTLF.png
A ladder I attempt to place with my cursor in that position jumps right back into my inventory. It will only place if I climb down a block, or hang at the far edge of the area in which I can hang on a ladder.This placement behavior does not occur in 1.7.4 and previous. It's kind of irritating, but not game-stopping.
My wife and I each had a dog. I fed rotten flesh to my dog, then to hers. They bred, and the resulting puppy was hostile to me. I had no choice but to kill or be killed.
This happened once, and all other breeding attempts have been successful. I haven't been able to identify what caused this or reproduce it. I suspect it will occur for other players, but on a very infrequent basis.


Also affects 13w16b.
Yeah, instead of the leash going from mob to me, it goes to some point in the air around my shoulder.
Perhaps similarly, the leash tied to a post outside my house was invisible after coming out of the Nether. This part might deserve it's own issue; I leave it to the mods/devs to determine that.
I am unsure if I am having the same problem; here's my flavor in 13w18c for experimentation:
I have a world where I traveled 4k from spawn using nether travel to an area with a river which is the border between a jungle and forest biome. I have about 30 cats all wandering around; the spawn rate seems unusually high.
Seed is 41327148
Coords are x -273 z -4169.
I have occasionally noticed this with hoppers.
I disabled the music last night and didn't experience the sound stopping or the crash. Don't know if that's coincidence or not.
Haven't had the issue since. Thanks very much!
Is the game also on Peaceful? Hostile mobs auto-despawn on Peaceful, even when spawned by a spawn egg.
The more time I look at this, the more it looks like they're detecting me from way far away within line of sight, and villagers from maybe the same distance without getting line of sight on them.
I'm seeing this issue in 13w25a.
I noticed that the actual rain from the sky isn't falling through and it doesn't look the same as water dripping from the underside of a block.
It appears to be:
rain falls on the blocks adjacent to the upside down stair
droplet bounces
bounced droplets that splash to the stair block pass through the stair.
Possibly all that code above describes the issue as accurately, but hopefully this plain language helps straighten it in the non-coders' minds.
Still happening in 13w25b, and just as annoying when exploring map. I don't know that 3rd person is the problem, because I didn't go into 3rd person. I can't find the cause, though, so keep on keeping on to find it, peers and devs.
My concern is not lag, it's just how broad that radius is... is this truly a new works-as-intended feature that having even one villager in your base means you'll always have every zombie within 100 blocks swarming your front doors?
Villages on Hard difficulty already had a hard enough time surviving a few nights without player intervention, but now they will always fail without player intervention.
I don't think I've been experiencing the lag, but I am seeing that it is a significant issue for many folks – This is not a duplicate of
MC-17630. I assert that the detection radius as currently implemented is this bug, unless it really works as intended. I would be fine with WAI, but it is a big change from social zombies in 13w17, and a HUGE change from 1.5. As implemented, it should be the very first 1.6 patch note even before the introduction of horses, unless it's toned down significantly.Ok. Let's kick some night of the living dead style ass, then.
It's really not a bug that the water block breaking sounds like two blocks of cobblestone breaking?
I'm presuming that the BUD behavior is being marked WAI, but I'm curious if redstone blocks on top of a stuck-extended piston are WAI, because no amount of block-updating can make that thing retract.
Yes, this is still a concern with LAN play.
(edit: And it concerns all facets of a character to include inventory and enderchests, despite the title)
When a player with a different username logs into Minecraft from my computer and pulls up the world we play together: her inventory, location, enderchest, etc. are all replaced with the original 'main character' values, which then overwrite her .dat file.
I thought that was strange, because she already had a .dat file, but the game rewrote her to be me.
(We lost a ton of enchanted armor she had just made, and duped several silk touch items I had this way. To top it all off, because I was mapping, she ended up displaced about 5km.)
edit: This was around 13w25a (Sorry to not have exact; it was after zombie AI changes and before 1.6 pre-release, but I haven't seen anything regarding SSP/LAN save structure in patch notes, so I bet it's still in live).
I believe this is a dupe of MC-697, although this one doesn't explicitly mention the duplication exploit it implies.
I believe this is a dupe of the core problem behind MC-697.
@Jesper Unlike your issue, the Minecraft servers were fine. The thing that caused this was player 2 logging on to player 1's machine and loading this world, which copied player 1's .dat file (possibly from the level.dat instead of "player1".dat or "player2".dat as you mentioned) and replaced player 2's permanently. Until opened to LAN, there is no one to see what another player is called, so I don't have the answer to your question.
That's not logical: TNT is considered "Shock Insensitive".
http://en.wikipedia.org/wiki/Trinitrotoluene
I'm getting a mix of babies and normal zombies, but mostly normals. I'd bet the rare addition of baby zombies into the mix is a feature, not a bug. It's neat, and I'm curious to see if I'll have to re-engineer any spawner traps as a result.
(edit: looks like baby zombies are slightly taller than one block, so they aren't escaping my drop traps.)
Agh, this is so annoying for the non-host when bridging with half-slabs in LAN play.
edit: Version 1.6.2 pre-release.
I find that when I try to get them out of a block they're just stuck in the block below that.
You can't control each horizontal row independently with that design the way you can with quasiconnectivity.
Alex, that design in my mind would cause 2 or 3 rows to fire on the rows where the repeater directly touches the piston due to the piston block being strongly powered.
I've been using the Skyblock 2.1 map (hardcore, of course) to test this. I still have not been able to get blazes to spawn at the nether coords where that seed produces a fortress. (Blaze rod -> potions -> villagers -> access to redstone, diamond gear, enchantment books, etc!)
I haven't tried it yet, but I didn't get blazes spawning in 1.6.2 either, could your suggestion help in that case?
Also, would the save mechanic work on completely empty chunks that were originally created when Noobcrew designed that map (late 2011 or early 2012, I believe)?
Still facing this in 14w11b.
Still a problem in 14w11b.
Actually, I may not be facing this anymore in 14w11b. I commented above after it happened at least once, but I have not reproduced it since.
Also, I see now that this issue is duplicated by an earlier serial number. That is strange, as I did search "ladder" before I originally created this ticket, and scanned through all of them. Maybe something got lost around the bugtracker migration. I don't know.
This position was not valid for placing a ladder. It kept popping back into my inventory. Was playing as a client on a localhost server.
And now it happens again. Screenshot of circumstances with F3 attached.
I've had it happen very inconsistently on 14w11b. Screenshot of circumstances with F3: https://bugs.mojang.com/secure/attachment/60449/2014-03-26_00.20.32.png
Edit: Corrected version number.
I am also observing this in 11b. It's like the vines know it needs to be visible on two faces, but one of them is always wrong.
Isn't this just the corners of the minecart colliding with the adjacent blocks when it turns? I've had that happen in earlier versions, too, and figured it was just intended that you had to have extra space around rails when minecarts are turning or going diagonal.
Or... are you saying this particular setup worked before but not now?
Yes, middling damage in my iron/diamond prot 4 gear, but not something I could ignore for long.
I have successfully bred puppies since this incident.
My dog did not go hostile to the attacking puppy, and I do not know if the puppy belonged to me or my wife. I suspected it could be some sort of zombie puppy due to rotten flesh and it being at night, but that seems an improbable combination of circumstances to introduce as a feature.
I have this issue as well.
I had trouble finding this report, though. The mobile version of this site does not list extra details like which other tickets this one is linked to, and it also doesn't allow me to filter or sort search results. I strongly encourage adding this basic functionality to reduce duplicate reports.
I can confirm this still exists in build 3, and with a naturally spawned enderman.
He tried a dozen different angles (almost 180 degrees max separation) to walk into the middle of this pond, taking damage each time.
I still have this issue in build 4.
I saw Etho's video. He did it right, but still his z:-1250 portal in the nether links to z:-80000.
Loaded up a world and was promptly destroyed by blazes spawning from a spawner under the new conditions.
They spawned with heads in cobblestone, took a bit of suffocation damage, but then floated down and killed me.
Looks like this is related (or a duplicate with supplemental information) to https://bugs.mojang.com/browse/MC-57831
The range of the spawner seems to be the same, but it doesn't matter what's in the way or what light there is; mobs continue to spawn.
MC-57831came first.Duplicate of
MC-57831.Confirmed for 14w25b.
Confirmed in 14w25b.
Confirmed for 14w25b.
Still occurring in 1.8.5.