Shade August
- Shadow_Walker13
- shadow_walker13
- America/Regina
- Yes
- No
If you have a command block, you can't access it, even in Creative Mode.
Command blocks cant be accessedNevermind it works now
Splash potions, eggs, snowballs and other throwable items make no particles when it hits the ground
When
splash potions hit the ground, it either hits the ground, turns black and disappears or it hits the ground and disappears right away.When throw able items hit the ground, it either hits the ground, turns black and disappears or it hits the ground and disappears right away.
When throw
able items hit the ground, it either hits the ground, turns black and disappears or it hits the ground and disappears right away.
When throwable items hit the ground, it either hits the ground, turns black and disappears or it hits the ground and disappears right away.
Splash potions, eggs, snowballs and other throwable items make no particles when it hits the grounds
The description for this is simple. When an illusionare illager shoots at, say, a villager, the subtitle for it will be Skeleton Shoots. Plus, It makes sounds, but there is no illusioner hurts, dies or mumbles in the subtitles.
Wrong subtitle for Illusionair shooting; no other subtitles
The bug
Snowballs, eggs and splash potions that fly toward endermen will not keep going after endermen teleport away, like arrows, but smash into the enderman instead. The enderman shows no sign of taking damage. Edit: Endermen will teleport only away from harmful splash potions. Fire charges shot out of a dispencer will hit endermen and set them aflame, and other items (snowballs, eggs) still "hit" them. Enderpearls also do this (thrown from a player.)
Snowballs, eggsandsplash potions hit endermenSnowballs, eggs, splash potions and some other projectiles hit endermen
The bug
Snowballs, eggs and splash potions that fly toward endermen will not keep going after endermen teleport away, like arrows, but smash into the enderman instead. The enderman shows no sign of taking damage. Edit: Endermen will teleport only away from harmful splash potions. Fire charges shot out of a dispencer will hit endermen and set them aflame, and other items (snowballs, eggs) still "hit" them. Enderpearls also do this (thrown from a player.)
The bug
Snowballs, eggs, tridents and splash potions of harming that fly toward endermen will not keep going after endermen teleport away, like arrows, but smash into the enderman instead. The enderman shows no sign of taking damage. Edit: Endermen will teleport only away from harmful splash potions. Fire charges shot out of a dispencer will hit endermen and set them aflame, and other items (snowballs, eggs) still "hit" them. Enderpearls also do this (thrown from a player.)
The bug
Snowballs, eggs, tridents and splash potions of harming that fly toward endermen will not keep going after endermen teleport away, like arrows, but
smash intothe enderman instead. The enderman shows no sign of taking damage.Edit: Endermen will teleport only away from harmful splash potions. Fire charges shot out of a dispencer will hit endermen and set them aflame, and other items (snowballs, eggs) still "hit" them. Enderpearls also do this (thrown from a player.)The bug
Snowballs, eggs, tridents and splash potions of harming that fly toward endermen will not keep going after endermen teleport away, like arrows, but hit and break/bounce off the enderman instead. The enderman shows no sign of taking damage.. Fire charges shot out of a dispenser will hit endermen and set them aflame, and other items (snowballs, eggs) still "hit" them. Enderpearls also do this (thrown from a player.)
The bug
Snowballs, eggs, tridents and splash potions of harming that fly toward endermen will not keep going after endermen teleport away, like arrows, but hit and break/bounce off the enderman instead. The enderman shows no sign of taking damage.
.Fire charges shot out of a dispenser will hit endermen and set them aflame, and other items (snowballs, eggs) still "hit" them. Enderpearls also do this (thrown from a player.)
The bug
Snowballs, eggs, tridents and splash potions of harming that fly toward endermen will not keep going after endermen teleport away, like arrows, but hit and break/bounce off the enderman instead. The enderman shows no sign of taking damage. Fire charges shot out of a dispenser will hit endermen and set them aflame, and other items (snowballs, eggs) still "hit" them. Enderpearls also do this (thrown from a player.) Any splash potion besides harming will hit the enderman without making attempts to teleport away.
The bug
Snowballs, eggs, tridents and splash potions of harming that fly toward endermen will not keep going after endermen teleport away, like arrows, but hit and break/bounce off the enderman instead. The enderman shows no sign of taking damage. Fire charges shot out of a dispenser will hit endermen and set them aflame, and other items (snowballs, eggs) still "hit" them. Enderpearls also do this (thrown from a player.) Any splash potion besides harming and a splash water bottle will hit the enderman without making attempts to teleport away. (The water bottle will damage the enderman when hit.)
The bug
Snowballs, eggs, tridents and splash potions of harming that fly toward endermen will not keep going after endermen teleport away, like arrows, but hit and break/bounce off the enderman instead. The enderman shows no sign of taking damage. Fire charges shot out of a dispenser will hit endermen and set them aflame, and other items (snowballs, eggs) still "hit" them. Enderpearls also do this (thrown from a player.) Any splash potion besides harming and a splash water bottle will hit the enderman without making attempts to teleport away. (The water bottle will damage the enderman when hit.) If the enderman has no place to safely teleport to, (like in a full water world,) it will not always teleport when hit by an egg or snowball.
The bug
Snowballs, eggs, tridents and splash potions of harming that fly toward endermen will not keep going after endermen teleport away, like arrows, but hit and break/bounce off the enderman instead. The enderman shows no sign of taking damage. Fire charges shot out of a dispenser will hit endermen and set them aflame, and other items (snowballs, eggs) still "hit" them. Enderpearls also do this (thrown from a player.) Any splash potion besides harming and a splash water bottle will hit the enderman without making attempts to teleport away. (The water bottle will damage the enderman when hit.) If the enderman has no place to safely teleport to, (like in a full water world,) it will not always teleport when hit by an egg or snowball. Arrows will wobble a bit and change direction for a second after "passing through" an enderman.
The bug
Snowballs, eggs, tridents and splash potions of harming that fly toward endermen will not keep going after endermen teleport away, like arrows, but hit and break/bounce off the enderman instead. The enderman shows no sign of taking damage. Fire charges shot out of a dispenser will hit endermen and set them aflame, and other items (snowballs, eggs) still "hit" them. Enderpearls also do this (thrown from a player.) Any splash potion besides harming and a splash water bottle will hit the enderman without making attempts to teleport away. (The water bottle will damage the enderman when hit.) If the enderman has no place to safely teleport to, (like in a full water world,) it will not always teleport when hit by an egg or snowball. Another strange thing is that arrows will wobble a bit and change direction for a second after "passing through" an enderman.
The bug
Snowballs, eggs, tridents and splash potions of harming that fly toward endermen will not keep going after endermen teleport away, like arrows, but hit and break/bounce off the enderman instead. The enderman shows no sign of taking damage. Fire charges shot out of a dispenser will hit endermen and set them aflame, and other items (snowballs, eggs) still "hit" them. Enderpearls also do this (thrown from a player.) Any splash potion besides harming and a splash water bottle will hit the enderman without making attempts to teleport away. (The water bottle will damage the enderman when hit.) If the enderman has no place to safely teleport to, (like in a full water world,) it will not always teleport when hit by an egg or snowball. Another strange thing is that arrows will wobble a bit and change direction for a second after "passing through" an enderman. Endermen also cannot be hit by tridents when the drowned the them either, neither will it become hostile towards the drowned.
The bug
Snowballs, eggs, tridents and splash potions of harming that fly toward endermen will not keep going after endermen teleport away, like arrows, but hit and break/bounce off the enderman instead. The enderman shows no sign of taking damage. Fire charges shot out of a dispenser will hit endermen and set them aflame, and other items (snowballs, eggs) still "hit" them. Enderpearls also do this (thrown from a player.) Any splash potion besides harming and a splash water bottle will hit the enderman without making attempts to teleport away. (The water bottle will damage the enderman when hit.) If the enderman has no place to safely teleport to, (like in a full water world,) it will not always teleport when hit by an egg or snowball. Another strange thing is that arrows will wobble a bit and change direction for a second after "passing through" an enderman. Endermen also cannot be hit by tridents when the drowned the them either, neither will it become hostile towards the drowned. If you set something up like in the stone and water pictures, then shooting an enderman with an arrow results in the arrow harmlessly bouncing off as the enderman teleports somewhere. If there is an attempt to shoot another arrow in the same spot while the enderman is still gone, the arrow will still bounce as if the enderman is still there,
1.14 pre-2 comfirmed
The bug
Certain projectiles, when thrown or launched at an Enderman, will not cause it to teleport away, or will hit/interact with the Enderman even though it teleported.
The following projectiles hit the Enderman, and the Enderman will not attempt to teleport:
- Splash Potions that do not deal damage
- Splash Potion of Poison
- Any Lingering Potion
- Any type of Firework Rocket, from a Crossbow or Dispenser, direct or indirect hits
- Falling blocks or anvils
The following will hit, damage, or be destroyed upon contact, and the Enderman will teleport:
- Fire Charge fired from a dispenser and Blaze fireballs
- Projectile is destroyed
- Enderman will be set aflame
- Ghast fireball
- Fireball explodes
- Enderman only takes damage if it hits something nearby instead of a direct hit
- Splash Potion of Harming
- Potion is destroyed
- Enderman dodges and is unharmed from both direct and indirect hits
- Eggs and Snowballs
- Splash Water Bottle and Lingering Water Bottle
- Enderman takes damage from direct and indirect hits, but still teleports
- The knockback they receive is not removed, causing the Enderman to appear to jump when it teleports and causing it to land around a block away from its teleport location
- Shulker Bullet
- The projectile is destroyed
- The Enderman does not take damage, but still receives the Levitation effect.
- Wither Skull projectile
- Projectile successfully hits Enderman and deals damage
- Enderpearl
The following will be successfully avoided by the Enderman, and the projectile will continue in its trajectory:
- Any arrow type fired from a Bow, Crossbow, or Dispenser
- Trident
- Arrows and Tridents
- Llama spit
Snowballs, eggs, tridents and splash potions of harming that fly toward endermen will not keep going after endermen teleport away, like arrows, but hit and break/bounce off the enderman instead. The enderman shows no sign of taking damage. Fire charges shot out of a dispenser will hit endermen and set them aflame, and other items (snowballs, eggs) still "hit" them. Enderpearls also do this (thrown from a player.) Any splash potion besides harming and a splash water bottle will hit the enderman without making attempts to teleport away. (The water bottle will damage the enderman when hit.) If the enderman has no place to safely teleport to, (like in a full water world,) it will not always teleport when hit by an egg or snowball. Another strange thing is that arrows will wobble a bit and change direction for a second after "passing through" an enderman. Endermen also cannot be hit by tridents when the drowned the them either, neither will it become hostile towards the drowned. If you set something up like in the stone and water pictures, then shooting an enderman with an arrow results in the arrow harmlessly bouncing off as the enderman teleports somewhere. If there is an attempt to shoot another arrow in the same spot while the enderman is still gone, the arrow will still bounce as if the enderman is still there,
The bug
Certain projectiles, when thrown or launched at an Enderman, will not cause it to teleport away, or will hit/interact with the Enderman even though it teleported.
The following projectiles hit the Enderman, and the Enderman will not attempt to teleport:
- Splash Potions that do not deal damage
- Splash Potion of Poison
- Any Lingering Potion
- Any type of Firework Rocket, from a Crossbow or Dispenser, direct
or indirect hits- Falling blocks or anvils
The following will hit, damage, or be destroyed upon contact, and the Enderman will teleport:
- Fire Charge fired from a dispenser and Blaze fireballs
- Projectile is destroyed
- Enderman will be set aflame
- Ghast fireball
- Fireball explodes
- Enderman only takes damage if it hits something nearby instead of a direct hit
- Splash Potion of Harming
- Potion is destroyed
- Enderman dodges and is unharmed from both direct and indirect hits
- Eggs and Snowballs
- Splash Water Bottle and Lingering Water Bottle
- Enderman takes damage from direct and indirect hits, but still teleports
- The knockback they receive is not removed, causing the Enderman to appear to jump when it teleports and causing it to land around a block away from its teleport location
- Shulker Bullet
- The projectile is destroyed
- The Enderman does not take damage, but still receives the Levitation effect.
- Wither Skull projectile
- Projectile successfully hits Enderman and deals damage
- Enderpearl
The following will be successfully avoided by the Enderman, and the projectile will continue in its trajectory:
- Any arrow type fired from a Bow, Crossbow, or Dispenser
- Trident
- Arrows and Tridents
- Llama spit
Snowballs, eggs, tridents and splash potions of harming that fly toward endermen will not keep going after endermen teleport away, like arrows, but hit and break/bounce off the enderman instead. The enderman shows no sign of taking damage. Fire charges shot out of a dispenser will hit endermen and set them aflame, and other items (snowballs, eggs) still "hit" them. Enderpearls also do this (thrown from a player.) Any splash potion besides harming and a splash water bottle will hit the enderman without making attempts to teleport away. (The water bottle will damage the enderman when hit.) If the enderman has no place to safely teleport to, (like in a full water world,) it will not always teleport when hit by an egg or snowball. Another strange thing is that arrows will wobble a bit and change direction for a second after "passing through" an enderman. Endermen also cannot be hit by tridents when the drowned the them either, neither will it become hostile towards the drowned. If you set something up like in the stone and water pictures, then shooting an enderman with an arrow results in the arrow harmlessly bouncing off as the enderman teleports somewhere. If there is an attempt to shoot another arrow in the same spot while the enderman is still gone, the arrow will still bounce as if the enderman is still there,
The bug
Certain projectiles, when thrown or launched at an Enderman, will not cause it to teleport away, or will hit/interact with the Enderman even though it teleported.
The following projectiles hit the Enderman, and the Enderman will not attempt to teleport:
- Splash Potions that do not deal damage
- Splash Potion of Poison
- Any Lingering Potion
- Any type of Firework Rocket, from a Crossbow or Dispenser, direct hits or splash damage
- Falling blocks or anvils
- Dragon fireball
- Bottle o’ Enchanting
The following will hit, damage, or be destroyed upon contact, and the Enderman will teleport:
- Fire Charge fired from a dispenser and Blaze fireballs
- Projectile is destroyed
- Enderman will be set aflame
- Ghast fireball
- Fireball explodes
- Enderman only takes damage if it hits something nearby instead of a direct hit
- Splash Potion of Harming
- Potion is destroyed
- Enderman dodges and is unharmed from both direct and indirect hits
- Eggs and Snowballs
- Splash Water Bottle and Lingering Water Bottle
- Enderman takes damage from direct and indirect hits, but still teleports
- The knockback they receive is not removed, causing the Enderman to appear to jump when it teleports and causing it to land around a block away from its teleport location
- Shulker Bullet
- The projectile is destroyed
- The Enderman does not take damage, but still receives the Levitation effect.
- Wither Skull projectile
- Projectile successfully hits Enderman and deals damage
- Enderpearl
The following will be successfully avoided by the Enderman, and the projectile will continue in its trajectory:
- Any arrow type fired from a Bow, Crossbow, or Dispenser
- Trident
- Arrows and Tridents may appear to wobble or shake when coming in contact with an Enderman. This doesn't seem to change their location or momentum, but will change the direction they're facing temporarily before reverting.
- If a group of Endermen are too close together, shooting an Arrow will only make one of two of them teleport, and the arrow will pass through the rest harmlessly.
- Tridents will only cause one Enderman to teleport, no matter how many it hits or how far apart they are.
- Llama spit
Other notes:
- If an Enderman fails to pick a new place to teleport to, the projectile may just bounce off.
Snowballs, eggs, tridents and splash potions of harming that fly toward endermen will not keep going after endermen teleport away, like arrows, but hit and break/bounce off the enderman instead. The enderman shows no sign of taking damage. Fire charges shot out of a dispenser will hit endermen and set them aflame, and other items (snowballs, eggs) still "hit" them. Enderpearls also do this (thrown from a player.) Any splash potion besides harming and a splash water bottle will hit the enderman without making attempts to teleport away. (The water bottle will damage the enderman when hit.) If the enderman has no place to safely teleport to, (like in a full water world,) it will not always teleport when hit by an egg or snowball. Another strange thing is that arrows will wobble a bit and change direction for a second after "passing through" an enderman. Endermen also cannot be hit by tridents when the drowned the them either, neither will it become hostile towards the drowned. If you set something up like in the stone and water pictures, then shooting an enderman with an arrow results in the arrow harmlessly bouncing off as the enderman teleports somewhere. If there is an attempt to shoot another arrow in the same spot while the enderman is still gone, the arrow will still bounce as if the enderman is still there,
The bug
Certain projectiles, when thrown or launched at an Enderman, will not cause it to teleport away, or will hit/interact with the Enderman even though it teleported.
The following projectiles hit the Enderman, and the Enderman will not attempt to teleport:
- Splash Potions that do not deal damage
- Splash Potion of Poison
Any LingeringPotion- Any type of Firework Rocket, from a Crossbow or Dispenser, direct hits or splash damage
- Falling blocks or anvils
- Dragon fireball
- Bottle o’ Enchanting
The following will hit, damage, or be destroyed upon contact, and the Enderman will teleport:
- Fire Charge fired from a dispenser and Blaze fireballs
- Projectile is destroyed
- Enderman will be set aflame
- Ghast fireball
- Fireball explodes
- Enderman only takes damage if it hits something nearby instead of a direct hit
- Splash Potion of Harming
- Potion is destroyed
- Enderman dodges and is unharmed from both direct and indirect hits
- Eggs and Snowballs
- Splash Water Bottle and Lingering Water Bottle
- Enderman takes damage from direct and indirect hits, but still teleports
- The knockback they receive is not removed, causing the Enderman to appear to jump when it teleports and causing it to land around a block away from its teleport location
- Shulker Bullet
- The projectile is destroyed
- The Enderman does not take damage, but still receives the Levitation effect.
- Wither Skull projectile
- Projectile successfully hits Enderman and deals damage
- Enderpearl
The following will be successfully avoided by the Enderman, and the projectile will continue in its trajectory:
- Any arrow type fired from a Bow, Crossbow, or Dispenser
- Trident
- Arrows and Tridents may appear to wobble or shake when coming in contact with an Enderman. This doesn't seem to change their location or momentum, but will change the direction they're facing temporarily before reverting.
- If a group of Endermen are too close together, shooting an Arrow will only make one of two of them teleport, and the arrow will pass through the rest harmlessly.
- Tridents will only cause one Enderman to teleport, no matter how many it hits or how far apart they are.
- Llama spit
Other notes:
- If an Enderman fails to pick a new place to teleport to, the projectile may just bounce off.
Snowballs, eggs, tridents and splash potions of harming that fly toward endermen will not keep going after endermen teleport away, like arrows, but hit and break/bounce off the enderman instead. The enderman shows no sign of taking damage. Fire charges shot out of a dispenser will hit endermen and set them aflame, and other items (snowballs, eggs) still "hit" them. Enderpearls also do this (thrown from a player.) Any splash potion besides harming and a splash water bottle will hit the enderman without making attempts to teleport away. (The water bottle will damage the enderman when hit.) If the enderman has no place to safely teleport to, (like in a full water world,) it will not always teleport when hit by an egg or snowball. Another strange thing is that arrows will wobble a bit and change direction for a second after "passing through" an enderman. Endermen also cannot be hit by tridents when the drowned the them either, neither will it become hostile towards the drowned. If you set something up like in the stone and water pictures, then shooting an enderman with an arrow results in the arrow harmlessly bouncing off as the enderman teleports somewhere. If there is an attempt to shoot another arrow in the same spot while the enderman is still gone, the arrow will still bounce as if the enderman is still there,
The bug
Certain projectiles, when thrown or launched at an Enderman, will not cause it to teleport away, or will hit/interact with the Enderman even though it teleported.
The following projectiles hit the Enderman, and the Enderman will not attempt to teleport:
- Splash Potions that do not deal damage
- Splash Potion of Poison
- Any Lingering Potion
- Any type of Firework Rocket, from a Crossbow or Dispenser, direct hits or splash damage
- Falling blocks or anvils
- Dragon fireball
- Bottle o’ Enchanting
The following will hit, damage, or be destroyed upon contact, and the Enderman will teleport:
- Fire Charge fired from a dispenser and Blaze fireballs
- Projectile is destroyed
- Enderman will be set aflame
- Ghast fireball
- Fireball explodes
- Enderman only takes damage if it hits something nearby instead of a direct hit
- Splash Potion of Harming
- Potion is destroyed
- Enderman dodges and is unharmed from both direct and indirect hits
- Eggs and Snowballs
- Splash Water Bottle and Lingering Water Bottle
- Enderman takes damage from direct and indirect hits, but still teleports
- The knockback they receive is not removed, causing the Enderman to appear to jump when it teleports and causing it to land around a block away from its teleport location
- Shulker Bullet
- The projectile is destroyed
- The Enderman does not take damage, but still receives the Levitation effect.
- Wither Skull projectile
- Projectile successfully hits Enderman and deals damage
- Ender Pearl
- Wind Charge
- Wind Charge explodes, and the Enderman teleports and is unaffected
- Enderman does not does splash hit
The following will be successfully avoided by the Enderman, and the projectile will continue in its trajectory:
- Any arrow type fired from a Bow, Crossbow, or Dispenser
- Trident
- Arrows and Tridents may appear to wobble or shake when coming in contact with an Enderman. This doesn't seem to change their location or momentum, but will change the direction they're facing temporarily before reverting.
- If a group of Endermen are too close together, shooting an Arrow will only make one of two of them teleport, and the arrow will pass through the rest harmlessly.
- Tridents will only cause one Enderman to teleport, no matter how many it hits or how far apart they are.
- Llama spit
Other notes:
- If an Enderman fails to pick a new place to teleport to, the projectile may just bounce off.
The bug
Certain projectiles, when thrown or launched at an Enderman, will not cause it to teleport away, or will hit/interact with the Enderman even though it teleported.
The following projectiles hit the Enderman, and the Enderman will not attempt to teleport:
- Splash Potions that do not deal damage
- Splash Potion of Poison
- Any Lingering Potion
- Any type of Firework Rocket, from a Crossbow or Dispenser, direct hits or splash damage
- Falling blocks or anvils
- Dragon fireball
- Bottle o’ Enchanting
The following will hit, damage, or be destroyed upon contact, and the Enderman will teleport:
- Fire Charge fired from a dispenser and Blaze fireballs
- Projectile is destroyed
- Enderman will be set aflame
- Ghast fireball
- Fireball explodes
- Enderman only takes damage if it hits something nearby instead of a direct hit
- Splash Potion of Harming
- Potion is destroyed
- Enderman dodges and is unharmed from both direct and indirect hits
- Eggs and Snowballs
- Splash Water Bottle and Lingering Water Bottle
- Enderman takes damage from direct and indirect hits, but still teleports
- The knockback they receive is not removed, causing the Enderman to appear to jump when it teleports and causing it to land around a block away from its teleport location
- Shulker Bullet
- The projectile is destroyed
- The Enderman does not take damage, but still receives the Levitation effect.
- Wither Skull projectile
- Projectile successfully hits Enderman and deals damage
- Ender Pearl
- Wind Charge
- Wind Charge explodes, and the Enderman teleports and is unaffected
- Enderman does not
does splash hit
The following will be successfully avoided by the Enderman, and the projectile will continue in its trajectory:
- Any arrow type fired from a Bow, Crossbow, or Dispenser
- Trident
- Arrows and Tridents may appear to wobble or shake when coming in contact with an Enderman. This doesn't seem to change their location or momentum, but will change the direction they're facing temporarily before reverting.
- If a group of Endermen are too close together, shooting an Arrow will only make one of two of them teleport, and the arrow will pass through the rest harmlessly.
- Tridents will only cause one Enderman to teleport, no matter how many it hits or how far apart they are.
- Llama spit
Other notes:
- If an Enderman fails to pick a new place to teleport to, the projectile may just bounce off.
The bug
Certain projectiles, when thrown or launched at an Enderman, will not cause it to teleport away, or will hit/interact with the Enderman even though it teleported.
The following projectiles hit the Enderman, and the Enderman will not attempt to teleport:
- Splash Potions that do not deal damage
- Splash Potion of Poison
- Any Lingering Potion
- Any type of Firework Rocket, from a Crossbow or Dispenser, direct hits or splash damage
- Falling blocks or anvils
- Dragon fireball
- Bottle o’ Enchanting
The following will hit, damage, or be destroyed upon contact, and the Enderman will teleport:
- Fire Charge fired from a dispenser and Blaze fireballs
- Projectile is destroyed
- Enderman will be set aflame
- Ghast fireball
- Fireball explodes
- Enderman only takes damage if it hits something nearby instead of a direct hit
- Splash Potion of Harming
- Potion is destroyed
- Enderman dodges and is unharmed from both direct and indirect hits
- Eggs and Snowballs
- Splash Water Bottle and Lingering Water Bottle
- Enderman takes damage from direct and indirect hits, but still teleports
- The knockback they receive is not removed, causing the Enderman to appear to jump when it teleports and causing it to land around a block away from its teleport location
- Shulker Bullet
- The projectile is destroyed
- The Enderman does not take damage, but still receives the Levitation effect.
- Wither Skull projectile
- Projectile successfully hits Enderman and deals damage
- Ender Pearl
- Wind Charge
- Wind Charge explodes, and the Enderman teleports and is unaffected
- Enderman does not teleport and is knocked back from the blast if it hits nearby
The following will be successfully avoided by the Enderman, and the projectile will continue in its trajectory:
- Any arrow type fired from a Bow, Crossbow, or Dispenser
- Trident
- Arrows and Tridents may appear to wobble or shake when coming in contact with an Enderman. This doesn't seem to change their location or momentum, but will change the direction they're facing temporarily before reverting.
- If a group of Endermen are too close together, shooting an Arrow will only make one of two of them teleport, and the arrow will pass through the rest harmlessly.
- Tridents will only cause one Enderman to teleport, no matter how many it hits or how far apart they are.
- Llama spit
Other notes:
- If an Enderman fails to pick a new place to teleport to, the projectile may just bounce off.
The bug
Certain projectiles, when thrown or launched at an Enderman, will not cause it to teleport away, or will hit/interact with the Enderman even though it teleported.
The following projectiles hit the Enderman, and the Enderman will not attempt to teleport:
- Splash Potions that do not deal damage
- Splash Potion of Poison
- Any Lingering Potion
- Any type of Firework Rocket, from a Crossbow or Dispenser, direct hits or splash damage
- Falling blocks or anvils
- Dragon fireball
- Bottle o’ Enchanting
The following will hit, damage, or be destroyed upon contact, and the Enderman will teleport:
- Fire Charge fired from a dispenser and Blaze fireballs
- Projectile is destroyed
- Enderman will be set aflame
- Ghast fireball
- Fireball explodes
- Enderman only takes damage if it hits something nearby instead of a direct hit
- Splash Potion of Harming
- Potion is destroyed
- Enderman dodges and is unharmed from both direct and indirect hits
- Eggs and Snowballs
- Splash Water Bottle and Lingering Water Bottle
- Enderman takes damage from direct and indirect hits, but still teleports
- The knockback they receive is not removed, causing the Enderman to appear to jump when it teleports and causing it to land around a block away from its teleport location
- Shulker Bullet
- The projectile is destroyed
- The Enderman does not take damage, but still receives the Levitation effect.
- Wither Skull projectile
- Projectile successfully hits Enderman and deals damage
- Ender Pearl
- Wind Charge
- Wind Charge explodes, and the Enderman teleports and is unaffected
- Enderman does not teleport and is knocked back from the blast if it hits nearby
The following will be successfully avoided by the Enderman, and the projectile will continue in its trajectory:
- Any arrow type fired from a Bow, Crossbow, or Dispenser
- Trident
- Arrows and Tridents may appear to wobble or shake when coming in contact with an Enderman. This doesn't seem to change their location or momentum, but will change the direction they're facing temporarily before reverting.
- If a group of Endermen are too close together, shooting an Arrow will only make one of two of them teleport, and the arrow will pass through the rest harmlessly.
- Tridents will only cause one Enderman to teleport, no matter how many it hits or how far apart they are.
- Llama spit
Other notes:
- If an Enderman fails to pick a new place to teleport to, the projectile may just bounce off.
The bug
Certain projectiles, when thrown or launched at an Enderman, will not cause it to teleport away, or will hit/interact with the Enderman even though it teleported.
The following projectiles hit the Enderman, and the Enderman will not attempt to teleport:
- Splash Potions that do not deal damage
- Splash Potion of Poison
- Any Lingering Potion (excluding Lingering Water Bottle)
- Any type of Firework Rocket, from a Crossbow or Dispenser, direct hits or splash damage
- Falling blocks or anvils
- Dragon fireball
- Bottle o’ Enchanting
The following will hit, damage, or be destroyed upon contact, and the Enderman will teleport:
- Fire Charge fired from a dispenser and Blaze fireballs
- Projectile is destroyed
- Enderman will be set aflame
- Ghast fireball
- Fireball explodes
- Enderman only takes damage if it hits something nearby instead of a direct hit
- Splash Potion of Harming
- Potion is destroyed
- Enderman dodges and is unharmed from both direct and indirect hits
- Eggs, Snowballs, Ender Pearls
- Projectile is destroyed
- Enderman teleports without taking damage
- Splash Water Bottle and Lingering Water Bottle
- Enderman takes damage from direct and indirect hits, but still teleports
- The knockback they receive is not removed, causing the Enderman to appear to jump when it teleports and causing it to land around a block away from its teleport location
- Shulker Bullet
- The projectile is destroyed
- The Enderman does not take damage, but still receives the Levitation effect.
- Wither Skull projectile
- Projectile successfully hits Enderman and deals damage
- Ender Pearl
- Wind Charge
- Wind Charge explodes, and the Enderman teleports and is unaffected
- Enderman does not teleport and is knocked back from the blast if it hits nearby
The following will be successfully avoided by the Enderman, and the projectile will continue in its trajectory:
- Any arrow type fired from a Bow, Crossbow, or Dispenser
- Trident
- Arrows and Tridents may appear to wobble or shake when coming in contact with an Enderman. This doesn't seem to change their location or momentum, but will change the direction they're facing temporarily before reverting.
- If a group of Endermen are too close together, shooting an Arrow will only make one of two of them teleport, and the arrow will pass through the rest harmlessly.
- Tridents will only cause one Enderman to teleport, no matter how many it hits or how far apart they are.
- Llama spit
Other notes:
- If an Enderman fails to pick a new place to teleport to, the projectile may just bounce off.
The bug
Certain projectiles, when thrown or launched at an Enderman, will not cause it to teleport away, or will hit/interact with the Enderman even though it teleported.
The following projectiles hit the Enderman, and the Enderman will not attempt to teleport:
- Splash Potions that do not deal damage
- Splash Potion of Poison
- Any Lingering Potion (excluding Lingering Water Bottle)
- Any type of Firework Rocket, from a Crossbow or Dispenser, direct hits or splash damage
- Falling blocks or anvils
- Dragon fireball
- Bottle o’ Enchanting
The following will hit, damage, or be destroyed upon contact, and the Enderman will teleport:
- Fire Charge fired from a dispenser and Blaze fireballs
- Projectile is destroyed
- Enderman will be set aflame
- Ghast fireball
- Fireball explodes
- Enderman only takes damage if it hits something nearby instead of a direct hit
- Splash Potion of Harming
- Potion is destroyed
- Enderman dodges and is unharmed from both direct and indirect hits
- Eggs, Snowballs, Ender Pearls
- Projectile is destroyed
- Enderman teleports without taking damage
- Splash Water Bottle and Lingering Water Bottle
- Enderman takes damage from direct and indirect hits, but still teleports
- The knockback they receive is not removed, causing the Enderman to appear to jump when it teleports and causing it to land around a block away from its teleport location
- Shulker Bullet
- The projectile is destroyed
- The Enderman does not take damage, but still receives the Levitation effect.
- Wither Skull projectile
- Projectile successfully hits Enderman and deals damage
- Ender Pearl
Wind Charge
- Wind Charge explodes, and the Enderman teleports and is unaffected
- Enderman does not teleport and is knocked back from the blast if it hits nearby
The following will be successfully avoided by the Enderman, and the projectile will continue in its trajectory:
- Any arrow type fired from a Bow, Crossbow, or Dispenser
- Trident
- Arrows and Tridents may appear to wobble or shake when coming in contact with an Enderman. This doesn't seem to change their location or momentum, but will change the direction they're facing temporarily before reverting.
- If a group of Endermen are too close together, shooting an Arrow will only make one o
ftwo of them teleport, and the arrow will pass through the rest harmlessly.- Tridents will only cause one Enderman to teleport, no matter how many it hits or how far apart they are.
- Llama spit
Other notes:
- If an Enderman fails to pick a new place to teleport to, the projectile may just bounce off.
The bug
Certain projectiles, when thrown or launched at an Enderman, will not cause it to teleport away, or will hit/interact with the Enderman even though it teleported.
The following projectiles hit the Enderman, and the Enderman will not attempt to teleport:
- Splash Potions that do not deal damage
- Splash Potion of Poison
- Any Lingering Potion (excluding Lingering Water Bottle)
- Any type of Firework Rocket, from a Crossbow or Dispenser, direct hits or splash damage
- Falling blocks or anvils
- Dragon fireball
- Bottle o’ Enchanting
The following will hit, damage, or be destroyed upon contact, and the Enderman will teleport:
- Fire Charge fired from a dispenser and Blaze fireballs
- Projectile is destroyed
- Enderman will be set aflame
- Ghast fireball
- Fireball explodes
- Enderman only takes damage if it hits something nearby instead of a direct hit
- Splash Potion of Harming
- Potion is destroyed
- Enderman dodges and is unharmed from both direct and indirect hits
- Eggs, Snowballs, Ender Pearls
- Projectile is destroyed
- Enderman teleports without taking damage
- Splash Water Bottle and Lingering Water Bottle
- Enderman takes damage from direct and indirect hits, but still teleports
- The knockback they receive is not removed, causing the Enderman to appear to jump when it teleports and causing it to land around a block away from its teleport location
- Shulker Bullet
- The projectile is destroyed
- The Enderman does not take damage, but still receives the Levitation effect.
- Wither Skull projectile
- Projectile successfully hits Enderman and deals damage
- Wind Charge
- Wind Charge explodes, and the Enderman teleports and is unaffected
- Enderman does not teleport and is knocked back from the blast if it hits nearby
The following will be successfully avoided by the Enderman, and the projectile will continue in its trajectory:
- Any arrow type fired from a Bow, Crossbow, or Dispenser
- Trident
- Arrows and Tridents may appear to wobble or shake when coming in contact with an Enderman. This doesn't seem to change their location or momentum, but will change the direction they're facing temporarily before reverting.
- If a group of Endermen are too close together, shooting an Arrow will only make one or two of them teleport, and the arrow will pass through the rest harmlessly.
- Tridents will only cause one Enderman to teleport, no matter how many it hits or how far apart they are.
- Llama spit
Other notes:
- If an Enderman fails to pick a new place to teleport to, the projectile may just bounce off.
The bug
Certain projectiles, when thrown or launched at an Enderman, will not cause it to teleport away, or will hit/interact with the Enderman even though it teleported.
The following projectiles hit the Enderman, and the Enderman will not attempt to teleport:
- Splash Potions that do not deal damage
- Splash Potion of Poison
- Any Lingering Potion (excluding Lingering Water Bottle)
- Any type of Firework Rocket, from a Crossbow or Dispenser, direct hits or splash damage
- Falling blocks or anvils
- Dragon fireball
- Bottle o’ Enchanting
The following will hit, damage, or be destroyed upon contact, and the Enderman will teleport:
- Fire Charge fired from a dispenser and Blaze fireballs
- Projectile is destroyed
- Enderman will be set aflame
- Ghast fireball
- Fireball explodes
- Enderman only takes damage if it hits something nearby instead of a direct hit
- Splash Potion of Harming
- Potion is destroyed
- Enderman dodges and is unharmed from both direct and indirect hits
- Eggs, Snowballs, Ender Pearls
- Projectile is destroyed
- Enderman teleports without taking damage
- Splash Water Bottle and Lingering Water Bottle
- Enderman takes damage from direct and indirect hits, but still teleports
- The knockback they receive is not removed, causing the Enderman to appear to jump when it teleports and causing it to land around a block away from its teleport location
- Shulker Bullet
- The projectile is destroyed
- The Enderman does not take damage, but still receives the Levitation effect.
- Wither Skull projectile
- Projectile successfully hits Enderman and deals damage
- Wind Charge
- Wind Charge explodes, and the Enderman teleports and is unaffected
- Enderman does not teleport and is knocked back from the blast if it hits nearby
The following will be successfully avoided by the Enderman, and the projectile will continue in its trajectory:
- Any arrow type fired from a Bow, Crossbow, or Dispenser
- Trident
- Arrows and Tridents may appear to wobble or shake when coming in contact with an Enderman. This doesn't seem to change their location or momentum, but will change the direction they're facing temporarily before reverting.
- If a group of Endermen are too close together, shooting an Arrow will only make one or two of them teleport, and the arrow will pass through the rest harmlessly.
- Tridents will only cause one Enderman to teleport, no matter how many it hits or how far apart they are.
- Llama spit
Other notes:
- If an Enderman fails to pick a new place to teleport to, the projectile may just bounce off.
The bug
Certain projectiles, when thrown or launched at an Enderman, will not cause it to teleport away, or will hit/interact with the Enderman even though it teleported.
The following projectiles hit the Enderman, and the Enderman will not attempt to teleport:
- Splash Potions that do not deal damage
- Splash Potion of Poison
- Any Lingering Potion (excluding Lingering Water Bottle)
- Any type of Firework Rocket, from a Crossbow or Dispenser, direct hits or splash damage
- Falling blocks or anvils
- Dragon fireball
- Bottle o’ Enchanting
The following will hit, damage, or be destroyed upon contact, and the Enderman will teleport:
- Fire Charge fired from a dispenser and Blaze fireballs
- Projectile is destroyed
- Enderman will be set aflame
- Ghast fireball
- Fireball explodes
- Enderman only takes damage if it hits something nearby instead of a direct hit
- Splash Potion of Harming
- Potion is destroyed
- Enderman dodges and is unharmed from both direct and indirect hits
- Eggs, Snowballs, Ender Pearls
- Projectile is destroyed
- Enderman teleports without taking damage
- Splash Water Bottle and Lingering Water Bottle
- Enderman takes damage from direct and indirect hits, but still teleports
- The knockback they receive is not removed, causing the Enderman to appear to jump when it teleports and causing it to land around a block away from its teleport location
- Shulker Bullet
- The projectile is destroyed
- The Enderman does not take damage, but still receives the Levitation effect.
- Wither Skull projectile
- Projectile successfully hits Enderman and deals damage
- Wind Charge
- Wind Charge explodes, and the Enderman teleports and is unaffected
- Enderman does not teleport and is knocked back from the blast if it hits nearby
- Trident (With Loyalty)
- Trident will immediately start slowing down and will return to the thrower
- Enderman is unharmed
The following will be successfully avoided by the Enderman, and the projectile will continue in its trajectory:
- Any arrow type fired from a Bow, Crossbow, or Dispenser
- Trident (Without Loyalty)
- Arrows and Tridents may appear to wobble or shake when coming in contact with an Enderman. This doesn't seem to change their location or momentum, but will change the direction they're facing temporarily before reverting.
- If a group of Endermen are too close together, shooting an Arrow will only make one or two of them teleport, and the arrow will pass through the rest harmlessly.
- Endermen will not try to avoid a Trident that has already passed through another Enderman, or one that has hit a block.
- Tridents also appear to be unable to deal damage to anything after reaching either of those conditions.
- Llama spit
Other notes:
- If an Enderman fails to pick a new place to teleport to, the projectile may just bounce off.
The bug
Certain projectiles, when thrown or launched at an Enderman, will not cause it to teleport away, or will hit/interact with the Enderman even though it teleported.
The following projectiles hit the Enderman, and the Enderman will not attempt to teleport:
- Splash Potions that do not deal damage
- Splash Potion of Poison
- Any Lingering Potion (excluding Lingering Water Bottle)
- Any type of Firework Rocket, from a Crossbow or Dispenser, direct hits or splash damage
- Falling blocks or anvils
- Dragon fireball
- Bottle o’ Enchanting
The following will hit, damage, or be destroyed upon contact, and the Enderman will teleport:
- Fire Charge fired from a dispenser and Blaze fireballs
- Projectile is destroyed
- Enderman will be set aflame
- Ghast fireball
- Fireball explodes
- Enderman only takes damage if it hits something nearby instead of a direct hit
- Splash Potion of Harming
- Potion is destroyed
- Enderman dodges and is unharmed from both direct and indirect hits
- Eggs, Snowballs, Ender Pearls
- Projectile is destroyed
- Enderman teleports without taking damage
- Splash Water Bottle and Lingering Water Bottle
- Enderman takes damage from direct and indirect hits, but still teleports
- The knockback they receive is not removed, causing the Enderman to appear to jump when it teleports and causing it to land around a block away from its teleport location
- Shulker Bullet
- The projectile is destroyed
- The Enderman does not take damage, but still receives the Levitation effect.
- Wither Skull projectile
- Projectile
successfully hits Enderman and deals damage- Wind Charge
- Wind Charge explodes, and the Enderman teleports and is unaffected
- Enderman does not teleport and is knocked back from the blast
if it hits nearby- Trident (With Loyalty)
- Trident will immediately start slowing down and will return to the thrower
- Enderman is unharmed
The following will be successfully avoided by the Enderman, and the projectile will continue in its trajectory:
- Any arrow type fired from a Bow, Crossbow, or Dispenser
- Trident (Without Loyalty)
- Arrows and Tridents may appear to wobble or shake when coming in contact with an Enderman. This doesn't seem to change their location or momentum, but will change the direction they're facing temporarily before reverting.
- If a group of Endermen are too close together, shooting an Arrow will only make one or two of them teleport, and the arrow will pass through the rest harmlessly.
Endermen will not try to avoid a Trident that has already passed through another Enderman, or one that has hit a block.
- Tridents also appear to be unable to deal damage to anything after reaching either of those conditions.
- Llama spit
Other notes:
- If an Enderman fails to pick a new place to teleport to, the projectile may just bounce off.
The bug
Certain projectiles, when thrown or launched at an Enderman, will not cause it to teleport away, or will hit/interact with the Enderman even though it teleported.
The following projectiles hit the Enderman, and the Enderman will not attempt to teleport:
- Splash Potions that do not deal damage
- Splash Potion of Poison
- Any Lingering Potion (excluding Lingering Water Bottle)
- Any type of Firework Rocket, from a Crossbow or Dispenser, direct hits or splash damage
- Previously fixed and tracked at
MC-144928- Falling Blocks or Anvils
- Dragon Fireball
- Other non-damaging projectiles such as Bottles o’ Enchanting or a Fishing Bobber
- Fishing Bobbers attaching to Endermen tracked at MC-96092
The following will hit, damage, or be destroyed upon contact, and the Enderman will teleport:
- Fire Charge fired from a dispenser and Blaze Fireballs
- Projectile is destroyed
- Enderman will be set aflame
- Ghast Fireball
- Fireball explodes
- Enderman only takes damage if it hits something nearby instead of a direct hit
- Splash Potion of Harming
- Potion is destroyed
- Enderman dodges and is unharmed from both direct and indirect hits
- Eggs, Snowballs, Ender Pearls
- Projectile is destroyed
- Enderman teleports without taking damage
- Splash Water Bottle and Lingering Water Bottle
- Enderman takes damage from direct and indirect hits, but still teleports
- The knockback they receive is not removed, causing the Enderman to appear to jump when it teleports and causing it to land around a block away from its teleport location
- Shulker Bullet
- Projectile is destroyed
- The Enderman does not take damage, but still receives the Levitation effect
- Shulker Bullets applying Levitation to Endermen tracked at MC-234625
- Black and Blue Wither Skull projectiles
- Projectile is destroyed
- Projectile applies the Wither effect as the Enderman teleports away
- Enderman doesn't appear to take impact damage; only effect damage and, if the skull hits nearby, splash damage
- Wither Skull projectiles applying the Wither effect to Endermen tracked at MC-186119
- Wind Charge
- Wind Charge explodes, and the Enderman teleports and is unaffected
- If it hits nearby, the Enderman does not teleport and is knocked back from the blast
- Trident (With Loyalty)
- Trident will immediately start slowing down and will return to the thrower
- Enderman is unharmed
The following will be successfully avoided by the Enderman, and the projectile will continue in its trajectory:
- Any arrow type fired from a Bow, Crossbow, or Dispenser
- If a group of Endermen are too close together, shooting an Arrow will only make one or two of them teleport, and the arrow will pass through the rest harmlessly
- Trident (Without Loyalty)
- Arrows and Tridents may appear to wobble or shake when coming in contact with an Enderman. This doesn't seem to change their location or momentum, but will change the direction they're facing temporarily before reverting
- Llama spit
Other notes:
- If an Enderman fails to pick a new place to teleport to, the projectile may just bounce off.
The bug
Certain projectiles, when thrown or launched at an Enderman, will not cause it to teleport away, or will hit/interact with the Enderman even though it teleported.
The following projectiles hit the Enderman, and the Enderman will not attempt to teleport:
- Splash Potions that do not deal damage
- Splash Potion of Poison
- Any Lingering Potion (excluding Lingering Water Bottle)
- Any type of Firework Rocket, from a Crossbow or Dispenser, direct hits or splash damage
- Previously fixed and tracked at
MC-144928- Falling Blocks or Anvils
- Dragon Fireball
- Other non-damaging projectiles such as Bottles o’ Enchanting or a Fishing Bobber
- Fishing Bobbers attaching to Endermen tracked at MC-96092
The following will hit, damage, or be destroyed upon contact, and the Enderman will teleport:
- Fire Charge fired from a dispenser and Blaze Fireballs
- Projectile is destroyed
- Enderman will be set aflame
- Ghast Fireball
- Fireball explodes
- Enderman only takes damage if it hits something nearby instead of a direct hit
- Splash Potion of Harming
- Potion is destroyed
- Enderman dodges and is unharmed from both direct and indirect hits
- Eggs, Snowballs, Ender Pearls
- Projectile is destroyed
- Enderman teleports without taking damage
- Splash Water Bottle and Lingering Water Bottle
- Enderman takes damage from direct and indirect hits, but still teleports
- The knockback they receive is not removed, causing the Enderman to appear to jump when it teleports and causing it to land around a block away from its teleport location
- Shulker Bullet
- Projectile is destroyed
- The Enderman does not take damage, but still receives the Levitation effect
- Shulker Bullets applying Levitation to Endermen tracked at MC-234625
- Black and Blue Wither Skull projectiles
- Projectile is destroyed
- Projectile applies the Wither effect as the Enderman teleports away
- Enderman doesn't appear to take impact damage; only effect damage and, if the skull hits nearby, splash damage
- Wither Skull projectiles applying the Wither effect to Endermen tracked at MC-186119
- Wind Charge
- Wind Charge explodes, and the Enderman teleports and is unaffected
- If it hits nearby, the Enderman does not teleport and is knocked back from the blast
- Trident (With Loyalty)
- Trident will immediately start slowing down and will return to the thrower
- Enderman is unharmed
The following will be successfully avoided by the Enderman, and the projectile will continue in its trajectory:
- Any arrow type fired from a Bow, Crossbow, or Dispenser
- If a group of Endermen are too close together, shooting an Arrow will only make one or two of them teleport, and the arrow will pass through the rest harmlessly
- Trident (Without Loyalty)
- Arrows and Tridents may appear to wobble or shake when coming in contact with an Enderman. This doesn't seem to change their location or momentum, but will change the direction they're facing temporarily before reverting
- Llama spit
Other notes:
- If an Enderman fails to pick a new place to teleport to, the projectile may just bounce off.
The bug
Certain projectiles, when thrown or launched at an Enderman, will not cause it to teleport away, or will hit/interact with the Enderman even though it teleported.
The following projectiles hit the Enderman, and the Enderman will not attempt to teleport:
- Splash Potions that do not deal damage
- Splash Potion of Poison
- Any Lingering Potion (excluding Lingering Water Bottle)
- Any type of Firework Rocket, from a Crossbow or Dispenser, direct hits or splash damage
- Previously fixed and tracked at
MC-144928- Falling Blocks or Anvils
- Dragon Fireball
- Other non-damaging projectiles such as Bottles o’ Enchanting or a Fishing Bobber
- Fishing Bobbers attaching to Endermen tracked at MC-96092
The following will hit, damage, or be destroyed upon contact, and the Enderman will teleport:
- Fire Charge fired from a dispenser and Blaze Fireballs
- Projectile is destroyed
- Enderman will be set aflame
- Ghast Fireball
- Fireball explodes
- Enderman only takes damage if it hits something nearby instead of a direct hit
- Splash Potion of Harming
- Potion is destroyed
- Enderman dodges and is unharmed from both direct and indirect hits
- Eggs, Snowballs, Ender Pearls
- Projectile is destroyed
- Enderman teleports without taking damage
- Splash Water Bottle and Lingering Water Bottle
- Enderman takes damage from direct and indirect hits, but still teleports
- The knockback they receive is not removed, causing the Enderman to appear to jump when it teleports and causing it to land around a block away from its teleport location
- Shulker Bullet
- Projectile is destroyed
- The Enderman does not take damage, but still receives the Levitation effect
- Shulker Bullets applying Levitation to Endermen tracked at MC-234625
- Black and Blue Wither Skull projectiles
- Projectile is destroyed
- Projectile applies the Wither effect as the Enderman teleports away
- Wither Skull projectiles applying the Wither effect to Endermen tracked at MC-186119
- Enderman doesn't appear to take impact damage; only effect damage and, if the skull hits nearby, splash damage
- Wind Charge
- Wind Charge explodes, and the Enderman teleports and is unaffected
- If it hits nearby, the Enderman does not teleport and is knocked back from the blast
- Trident (With Loyalty)
- Trident will immediately start slowing down and will return to the thrower
- Enderman is unharmed
The following will be successfully avoided by the Enderman, and the projectile will continue in its trajectory:
- Any arrow type fired from a Bow, Crossbow, or Dispenser
- If a group of Endermen are too close together, shooting an Arrow will only make one or two of them teleport, and the arrow will pass through the rest harmlessly
- Trident (Without Loyalty)
- Arrows and Tridents may appear to wobble or shake when coming in contact with an Enderman. This doesn't seem to change their location or momentum, but will change the direction they're facing temporarily before reverting
- Llama spit
Other notes:
- If an Enderman fails to pick a new place to teleport to, the projectile may just bounce off.
The bug
Certain projectiles, when thrown or launched at an Enderman, will not cause it to teleport away, or will hit/interact with the Enderman even though it teleported.
The following projectiles hit the Enderman, and the Enderman will not attempt to teleport:
- Splash Potions that do not deal damage
- Splash Potion of Poison
- Any Lingering Potion (excluding Lingering Water Bottle)
- Any type of Firework Rocket, from a Crossbow or Dispenser, direct hits or splash damage
- Previously fixed and tracked at
MC-144928- Falling Blocks or Anvils
- Dragon Fireball
- Other non-damaging projectiles such as Bottles o’ Enchanting or a Fishing Bobber
- Fishing Bobbers attaching to Endermen tracked at MC-96092
The following will hit, damage, or be destroyed upon contact, and the Enderman will teleport:
- Fire Charge fired from a dispenser and Blaze Fireballs
- Projectile is destroyed
- Enderman will be set aflame
- Ghast Fireball
- Fireball explodes
- Enderman only takes damage if it hits something nearby instead of a direct hit
- Splash Potion of Harming
- Potion is destroyed
- Enderman dodges and is unharmed from both direct and indirect hits
- Eggs, Snowballs, Ender Pearls
- Projectile is destroyed
- Enderman teleports without taking damage
- Splash Water Bottle and Lingering Water Bottle
- Enderman takes damage from direct and indirect hits, but still teleports
- The knockback they receive is not removed, causing the Enderman to appear to jump when it teleports and causing it to land around a block away from its teleport location
- Shulker Bullet
- Projectile is destroyed
- The Enderman does not take damage, but still receives the Levitation effect
- Shulker Bullets applying Levitation to Endermen tracked at MC-234625
- Black and Blue Wither Skull projectiles
- Projectile is destroyed
- Projectile applies the Wither effect as the Enderman teleports away
- Wither Skull projectiles applying the Wither effect to Endermen tracked at MC-186119
- Enderman doesn't appear to take impact damage; only effect damage and, if the skull hits nearby, splash damage
- Wind Charge
- Wind Charge explodes, and the Enderman teleports and is unaffected
- If it hits nearby, the Enderman does not teleport and is knocked back from the blast
- Trident (With Loyalty)
- Trident will immediately start slowing down and will return to the thrower
- Enderman is unharmed
The following will be successfully avoided by the Enderman, and the projectile will continue in its trajectory:
- Any arrow type fired from a Bow, Crossbow, or Dispenser
- If a group of Endermen are too close together, shooting an Arrow will only make one or two of them teleport, and the arrow will pass through the rest harmlessly
- Trident (Without Loyalty)
- Arrows and Tridents may appear to wobble or shake when coming in contact with an Enderman. This doesn't seem to change their location or momentum, but will change the direction they're facing temporarily before reverting
- Llama spit
Other notes:
- If an Enderman fails to pick a new place to teleport to, the projectile may just bounce off.
The bug
Certain projectiles, when thrown or launched at an Enderman, will not cause it to teleport away, or will hit/interact with the Enderman even though it teleported.
The following projectiles hit the Enderman, and the Enderman will not attempt to teleport:
- Splash Potions that do not deal damage
- Splash Potion of Poison
- Any Lingering Potion (excluding Lingering Water Bottle)
- Any type of Firework Rocket, from a Crossbow or Dispenser, direct hits or splash damage
- Previously fixed and tracked at
MC-144928- Falling Blocks or Anvils
- Dragon Fireball
- Other non-damaging projectiles such as Bottles o’ Enchanting or a Fishing Bobber
- Fishing Bobbers attaching to Endermen tracked at MC-96092
The following will hit, damage, or be destroyed upon contact, and the Enderman will teleport:
- Fire Charge fired from a dispenser and Blaze Fireballs
- Projectile is destroyed
- Enderman will be set aflame
- Ghast Fireball
- Fireball explodes
- Enderman only takes damage if it hits something nearby instead of a direct hit
- Splash Potion of Harming
- Potion is destroyed
- Enderman dodges and is unharmed from both direct and indirect hits
- Eggs, Snowballs, Ender Pearls
- Projectile is destroyed
- Enderman teleports without taking damage
- Splash Water Bottle and Lingering Water Bottle
- Enderman takes damage from direct and indirect hits, but still teleports
- The knockback they receive is not removed, causing the Enderman to appear to jump when it teleports and causing it to land around a block away from its teleport location
- Shulker Bullet
- Projectile is destroyed
- The Enderman does not take damage, but still receives the Levitation effect
- Shulker Bullets applying Levitation to Endermen tracked at MC-234625
- Black and Blue Wither Skull projectiles
- Projectile is destroyed
- Projectile applies the Wither effect as the Enderman teleports away
- Wither Skull projectiles applying the Wither effect to Endermen tracked at MC-186119
- Enderman doesn't appear to take impact damage; only effect damage and, if the skull hits nearby, splash damage
- Wind Charge
- Wind Charge explodes, and the Enderman teleports and is unaffected
- If it hits nearby, the Enderman does not teleport and is knocked back from the blast
- Trident (With Loyalty)
- Trident will usually immediately start slowing down and will return to the thrower
- Enderman is unharmed
The following will be successfully avoided by the Enderman, and the projectile will continue in its trajectory:
- Any arrow type fired from a Bow, Crossbow, or Dispenser
- If a group of Endermen are too close together, shooting an Arrow will only make one or two of them teleport, and the arrow will pass through the rest harmlessly
- Trident (Without Loyalty)
- Arrows and Tridents may appear to wobble or shake when coming in contact with an Enderman. This doesn't seem to change their location or momentum, but will change the direction they're facing temporarily before reverting
- In 1.21.2+, arrows/tridents that pass through an Endermen may pause/stall for a tick upon collision, before continuing on their path
- Llama spit
Other notes:
- If an Enderman fails to pick a new place to teleport to, the projectile may just bounce off.
The bug
Certain projectiles, when thrown or launched at an Enderman, will not cause it to teleport away, or will hit/interact with the Enderman even though it teleported.
The following projectiles hit the Enderman, and the Enderman will not attempt to teleport:
Splash Potions that do not deal damage- Splash Potion of Poison
AnyLingering Potion (excluding Lingering Water Bottle)Any type ofFirework Rocket, from a Crossbow or Dispenser, direct hits or splash damage
- Previously fixed and tracked at
MC-144928Falling Blocks or Anvils- Dragon Fireball
- Other non-damaging projectiles such as Bottles o’ Enchanting or a Fishing Bobber
- Fishing Bobbers attaching to Endermen tracked at MC-96092
The following will hit, damage, or be destroyed upon contact, and the Enderman will teleport:
- Fire Charge fired from a dispenser and Blaze Fireballs
- Projectile is destroyed
- Enderman will be set aflame
- Ghast Fireball
- Fireball explodes
- Enderman only takes damage if it hits something nearby instead of a direct hit
- Splash Potion of Harming
- Potion is destroyed
- Enderman dodges and is unharmed from both direct and indirect hits
- Eggs, Snowballs, Ender Pearls
- Projectile is destroyed
- Enderman teleports without taking damage
- Splash Water Bottle and Lingering Water Bottle
- Enderman takes damage from direct and indirect hits, but still teleports
- The knockback they receive is not removed, causing the Enderman to appear to jump when it teleports and causing it to land around a block away from its teleport location
- Shulker Bullet
- Projectile is destroyed
- The Enderman does not take damage, but still receives the Levitation effect
- Shulker Bullets applying Levitation to Endermen tracked at MC-234625
- Black and Blue Wither Skull projectiles
- Projectile is destroyed
- Projectile applies the Wither effect as the Enderman teleports away
- Wither Skull projectiles applying the Wither effect to Endermen tracked at MC-186119
- Enderman doesn't appear to take impact damage; only effect damage and, if the skull hits nearby, splash damage
- Wind Charge
- Wind Charge explodes, and the Enderman teleports and is unaffected
- If it hits nearby, the Enderman does not teleport and is knocked back from the blast
- Trident (With Loyalty)
- Trident will usually immediately start slowing down and will return to the thrower
- Enderman is unharmed
The following will be successfully avoided by the Enderman, and the projectile will continue in its trajectory:
- Any arrow type fired from a Bow, Crossbow, or Dispenser
- If a group of Endermen are too close together, shooting an Arrow will only make one or two of them teleport, and the arrow will pass through the rest harmlessly
- Trident (Without Loyalty)
- Arrows and Tridents may appear to wobble or shake when coming in contact with an Enderman. This doesn't seem to change their location or momentum, but will change the direction they're facing temporarily before reverting
- In 1.21.2+, arrows/tridents that pass through an Endermen may pause/stall for a tick upon collision, before continuing on their path
- Llama spit
Other notes:
- If an Enderman fails to pick a new place to teleport to, the projectile may just bounce off.
The bug
Certain projectiles, when thrown or launched at an Enderman, will not cause it to teleport away, or will hit/interact with the Enderman even though it teleported.
The following projectiles hit the Enderman, and the Enderman will not attempt to teleport:
- Anvils or other Falling Blocks
- Dragon Fireball
- Lingering Potions (excluding Lingering Water Bottles)
- Firework Rockets (explosive or non-explosive)
- Can be hand-placed or fired from Crossbows or Dispensers
- Can be direct hits or indirect splash damage
- Non-damaging Splash Potions
- Splash Potions of Poison
- Other non-damaging projectiles such as Bottles o’ Enchanting or a Fishing Bobber
- Fishing Bobbers attaching to Endermen tracked at MC-96092
The following will hit, damage, or be destroyed upon contact, and the Enderman will teleport:
- Black and Blue Wither Skull projectiles
- Projectile is destroyed
- Projectile applies the Wither effect as the Enderman teleports away
- Wither Skull projectiles applying the Wither effect to Endermen tracked at MC-186119
- Enderman doesn't appear to take impact damage; only effect damage and, if the skull hits nearby, splash damage
- Blaze Fireballs and Fire Charges fired from a Dispenser
- Projectile is destroyed
- Enderman will be set aflame
- Ghast Fireball
- Fireball explodes
- Enderman only takes damage if it hits something nearby instead of a direct hit
- Eggs, Ender Pearls, Snowballs
- Projectile is destroyed
- Enderman teleports without taking damage
- Shulker Bullet
- Projectile is destroyed
- The Enderman does not take damage, but still receives the Levitation effect
- Shulker Bullets applying Levitation to Endermen tracked at MC-234625
- Splash Potion of Harming
- Potion is destroyed
- Enderman dodges and is unharmed from both direct and indirect hits
- Splash Water Bottle and Lingering Water Bottle
- Enderman takes damage from direct and indirect hits, but still teleports
- The knockback they receive is not removed, causing the Enderman to appear to jump when it teleports and causing it to land around a block away from its teleport location
- Trident (With Loyalty)
- Trident will usually immediately start slowing down and will return to the thrower
- Enderman is unharmed
- Wind Charge
- Wind Charge explodes, and the Enderman teleports and is unaffected
- If it hits nearby, the Enderman does not teleport and is knocked back from the blast
The following will be successfully avoided by the Enderman, and the projectile will continue in its trajectory:
- Arrows (any type) fired from a Bow, Crossbow, or Dispenser
- If a group of Endermen are too close together, shooting an Arrow will only make one or two of them teleport, and the arrow will pass through the rest harmlessly
- Trident (Without Loyalty)
- Arrows and Tridents may appear to wobble or shake when coming in contact with an Enderman. This doesn't seem to change their location or momentum, but will change the direction they're facing temporarily before reverting
- In 1.21.2+, arrows/tridents that pass through an Endermen may pause/stall for a tick upon collision, before continuing on their path
- Endermen will not try to avoid a Trident that has already passed through another Enderman, or one that has hit a block
- Llama spit
Other notes:
- If an Enderman fails to pick a new place to teleport to, the projectile may just bounce off.
The bug
Certain projectiles, when thrown or launched at an Enderman, will not cause it to teleport away, or will hit/interact with the Enderman even though it teleported.
The following projectiles hit the Enderman, and the Enderman will not attempt to teleport:
- Anvils or other Falling Blocks
- Dragon Fireball
- Lingering Potions (excluding Lingering Water Bottles)
- Firework Rockets (explosive or non-explosive)
- Can be hand-placed or fired from Crossbows or Dispensers
- Can be direct hits or indirect splash damage
- Tracked but marked as Fixed at
MC-144928- Non-damaging Splash Potions
- Splash Potions of Poison
- Other non-damaging projectiles such as Bottles o’ Enchanting or a Fishing Bobber
- Fishing Bobbers attaching to Endermen tracked at MC-96092
The following will hit, damage, or be destroyed upon contact, and the Enderman will teleport:
- Black and Blue Wither Skull projectiles
- Projectile is destroyed
- Projectile applies the Wither effect as the Enderman teleports away
- Wither Skull projectiles applying the Wither effect to Endermen tracked at MC-186119
- Enderman doesn't appear to take impact damage; only effect damage and, if the skull hits nearby, splash damage
- Blaze Fireballs and Fire Charges fired from a Dispenser
- Projectile is destroyed
- Enderman will be set aflame
- Ghast Fireball
- Fireball explodes
- Enderman only takes damage if it hits something nearby instead of a direct hit
- Eggs, Ender Pearls, Snowballs
- Projectile is destroyed
- Enderman teleports without taking damage
- Shulker Bullet
- Projectile is destroyed
- The Enderman does not take damage, but still receives the Levitation effect
- Shulker Bullets applying Levitation to Endermen tracked at MC-234625
- Splash Potion of Harming
- Potion is destroyed
- Enderman dodges and is unharmed from both direct and indirect hits
- Splash Water Bottle and Lingering Water Bottle
- Enderman takes damage from direct and indirect hits, but still teleports
- The knockback they receive is not removed, causing the Enderman to appear to jump when it teleports and causing it to land around a block away from its teleport location
- Trident (With Loyalty)
- Trident will usually immediately start slowing down and will return to the thrower
- Enderman is unharmed
- Wind Charge
- Wind Charge explodes, and the Enderman teleports and is unaffected
- If it hits nearby, the Enderman does not teleport and is knocked back from the blast
The following will be successfully avoided by the Enderman, and the projectile will continue in its trajectory:
- Arrows (any type) fired from a Bow, Crossbow, or Dispenser
- If a group of Endermen are too close together, shooting an Arrow will only make one or two of them teleport, and the arrow will pass through the rest harmlessly
- Trident (Without Loyalty)
- Arrows and Tridents may appear to wobble or shake when coming in contact with an Enderman. This doesn't seem to change their location or momentum, but will change the direction they're facing temporarily before reverting
- In 1.21.2+, arrows/tridents that pass through an Endermen may pause/stall for a tick upon collision, before continuing on their path
- Endermen will not try to avoid a Trident that has already passed through another Enderman, or one that has hit a block
- Llama spit
Other notes:
- If an Enderman fails to pick a new place to teleport to, the projectile may just bounce off.
I was playing with my friend on our server (powered by aternos) and was trying to mark a banner on a map, but it wouldn't work.
Steps to reproduce: Grab a map (0/4) and banner
2. re-name the banner (i named mine Shady's House)
3.right-click the hitbox of the banner with the map
4. get dissapointed
EDIT: not sure what happened, but it's working now.
Can't mark banners on maps*Somehow is working now*
I was playing with my friend on our server (powered by aternos) and was
trying tomarkabanner on a map, butit wouldn't work.Steps to reproduce: Grab a map (0/4) and banner
2. re-name the banner
(i named mine Shady's House)3.right-click the hitbox of the banner with the map
4. get
dissapointed
EDIT: not surewhathappened, but it's working now.
I was playing with my friend on our server (powered by aternos) and was marking banners on a map, but the second banner would always turn black
Steps to reproduce: Grab a map (0/4) and banner
2. re-name the banner
3.right-click the hitbox of the banner with the map
4. get a second map
5. do the same thing and see that the firt banner is the right color, but the second one is black
*Somehow is working now*Second banner placed on map shows as completley black on map
I was playing with my friend on our server (powered by aternos) and was marking banners on a map, but the second banner would always turn black
Steps to reproduce: Grab a map (0/4) and banner
2. re-name the banner
3.right-click the hitbox of the banner with the map
4. get a second
map5. do the same thing and see that the firt banner is the right color, but the second one is black
I was playing with my friend on our server (powered by aternos) and was marking banners on a map, but the second banner would always turn black
Steps to reproduce: Grab a map (0/4) and banner
2. re-name the banner
3.right-click the hitbox of the banner with the map
4. get a second banner
5. do the same thing (right click it with the same map) and see that the first banner is the right color, but the second one is black
the name of Chainmail armor is just Mail instead of Chainmail. ex. Chainmail chestplate is Mail Chestplate. The id for /give is still the same
Happening to me in 1.14 Pre-Release 2
If you have a full water world (i customized a superflat to make 2 layers of water and one bedrock) and if an enderman is on the only block above water, you can easily see that when a projectile hits an enderman, he will teleport briefly into the water without taking any damage. The water will also not quench the fire if the enderman is hit with a fire charge.
Edit: Tested this on a "Void" superflat preset, and the enderman may tp off the island onto open air, however he will not fall
If you have a full water world (i customized a superflat to make 2 layers of water and one bedrock) and if an enderman is on the only block above water, you can easily see that when a projectile hits an enderman, he will teleport briefly into the water without taking any damage. The water will also not quench the fire if the enderman is hit with a fire charge.
Edit: Tested this on a "Void" superflat preset, and the enderman may tp off the island onto open air, however he will not fall, and I've even had one occurance where the enderman will be hit by the fire charge, tp off island, float with the fire that was supposed to be on him about 5 blocks above him.
This may actually be intended, but I found a village located right next to a woodland mansion. A slight part of the village is underneath the mansion! I figured this shouldnt be intended as the illagers in their home could easily wipe out the village.
Seed: 2256813096429968793
1.14 pre-4
Coords: -5550 83 1016
I was playing survival with a friend, when he unfortunately was killed by a piglin. It picked up his stacks of gold nuggets, his shield (which was put in the piglin's inventory, he didn't hold it) and his diamond leggings and boots were picked up and worn. We tried to give it some gold armour to trade, but it wouldn't aknowledge it. It would still barter as usual. A video showing what happened - https://www.youtube.com/watch?v=hkMeZoeOa8M&feature=youtu.be (this is just what happened to [I assume] cause this, if you want a video of the bug in action I can provide that.) We ended up killing the piglin to get the stuff back, which all dropped properly. The piglin was named, if that matters.
Edit: added screenshot for the request of the mod. Please note the piglin shown is not the original piglin, as we killed the original.
If the crouch button gets quickly tapped
(not holding in the button AT ALL)then often the screen will move up, then quickly down and back up again.**Note: I am using left control rather that left shift to crouch and playing in survival. Not sure if that changes anything though.
If the crouch button gets quickly tapped and released then often the screen will move up, then quickly down and back up again. (as if you are double tapping the crouch button really fast).
Update: Still an issue as of 1.16.5. The post this duplicates (
MC-152356)and this post are said to be working as intended, but the reason as to why it's working as intended explains how it should work, not how the bug is said to be happening. In the video I attached, I crouched (pressed the crouch button) twice. The first time is an example of how it should work; the screen moved down when I pressed crouch and moved up when I released. The second crouch is the bug: I pressed and released crouch quick enough that the screen lowered, came up, lowered about halfway down (sometimes it lowers all the way), and came back up again, in a very short period of time. In the video it can be hard to notice, and when this happens in-game it is usually much more noticeable.
If a piglin's inventory is full, it
is unable to pick up/wear gold armour. This applies only for gold armour.How to reproduce:
Give a piglin stacks of golden nuggets until it doesn't pick up any more.
Throw any
piece of golden armour at it - It won't pick up, wear, or run to the armour. They stillseem to be able to wear any other type of armour.
If a piglin's inventory is full, it will not try to pick up, run towards or wear gold items, besides Gold Ingots.
How to reproduce:
Give a piglin stacks of golden nuggets until it doesn't pick up any more .
Throw any gold item that they'd normally pick up, besides gold ingots. The piglin will not try to pick up the items. They will still grab gold ingots to barter and non-gold pieces of armour, and be hostile towards the player like usual.
Piglinscannot pickup/wear goldarmourwhen their inventory is fullPiglins will not pick up, run to or wear new gold items when their inventory is full (besides gold ingots)
If a piglin's inventory is full, it will not try to pick up, run towards or wear gold items, besides Gold Ingots.
How to reproduce:
Give a piglin stacks of golden nuggets until it doesn't pick up any more .
Throw any gold item that they'd normally pick up, besides gold ingots. The piglin will not try to pick up the items.
They will still grab gold ingots to barter and non-gold pieces of armour, and be hostile towards the player like usual.
If a piglin's inventory is full, it will not try to pick up, run towards or wear gold items, besides Gold Ingots. This may be intended for most items, however it seems unintended that they will still ignore gold armour and weapons, even when not wearing any. They can still wear other types of armour, and will trade their current armour out for something better (if they're not wearing gold). They can still pick up gold ingots and barter like usual.
How to reproduce:
Give a piglin stacks of golden nuggets until it doesn't pick up any more .
Throw any gold item that they'd normally pick up, besides gold ingots. The piglin will not try to pick up the items.
If a thrown Trident
embeds itself into a block and is made to fall off, or if a Trident"hits" an Enderman — by passing through it and causing it to teleport away — the Trident will be unable to damage or collide with any other mobs, Players, or other entities until it is picked up. This applies to Tridents thrown both by Players and Drowned.
- Tridents that hit a mob and bounce off are also unable to damage any other mobs it may hit, though I'm less sure that this is a bug.
The Tridents are still able to interact with and push buttons and pressure plates.
Trident not dealing damage after being thrown through an Enderman by a Player
Trident not dealing damage after being thrown through an Enderman by a Drowned
Trident not dealing damage after hitting any mob or hitting a blockIf a thrown Trident "hits" an Enderman — by passing through it and causing it to teleport away — the Trident will be unable to damage or collide with any other mobs, Players, or other entities until it is picked up. This applies to Tridents thrown both by Players and Drowned.
These Tridents are still able to interact with and push buttons and pressure plates.
Trident not dealing damage after being thrown through an Enderman by a Player
Trident not dealing damage after being thrown through an Enderman by a Drowned
This is similar to / may be the same issue as MC-130151.
Tridents can't damage mobs after passing through an Endermanor hitting a block
Angry endermen (and through the use of commands, other mobs with the AngryAt tag / entity data) will move towards to coordinates of the targeted player, even if the targeted player is in another dimension.
This only happens with players; it does not happen if the targeted entity is a mob.
Steps to Reproduce:
This is easiest tested/replicated with two players.
Player 1:
- S
ummon an enderman. Rename it if you wish to reduce the chance of it despawning.- S
tandon an elevated platform above the enderman that has a Nether portal. Ten blocks or so is an adequate height.- Enter survival mode, if you're not already.
- Anger the enderman by staring at its face.
- Enter the Nether portal.
- Move around in the Nether. Being on the Nether roof is best for ease of movement and low risk of taking damage or dying.
Player 2:
- Observe the enderman, watching as it moves (in the Overworld) to the coordinates of Player 1 (who is in the Nether).
Observed Results:
The enderman will move to the same coordinates as the player who is in the Nether, but it will remain in the Overworld.
Expected Results:
Should the target change dimensions, I'd expect one of the following to happen, ordered from most expected to least expected:
Option A: Enderman loses aggression. Should the targeted player re-enter the Overworld, the enderman would re-engage in hostilities, provided that the enderman:
- hasn't started targeting a different player or mob;
- its AngerTime timer has not been reduced to zero;
- and the player is still within the enderman's detection range and LOS.
Option B: Enderman attempts to move to the last known Overworld position of the target. Upon arriving or failing to arrive, it would either lose aggression, or enter the Nether by happenstance and continue its hunt.
Option C: Enderman teleports directly to the Nether unassisted, to continue chasing the target.
Option A is the most expected result, or the one I'd consider most likely to be the intended behavior. When comparing option one to a mob the enderman is hostile towards, we can see that that's exactly what happens — if the enderman is angry at a mob, such as naturally at an endermite or another mob using commands, then we can see that the enderman loses aggression once the other mob enters the Nether.
Screenshots/Videos:
Enderman tracking player, Nether POV — The POV is of the targeted player. The enderman's coordinates are automatically updated in the scoreboard, allowing you to watch the enderman's position change as the player moves around.
Enderman tracking player, Overworld POV — The POV is of the player who remains in the Overworld. You can watch the enderman run around to different points for seemingly no reason.
Notes:
I have only tested this with an enderman in the Overworld chasing a player in Nether. I assume, but have not confirmed, that this also occurs when the dimensions are swapped, or when replacing one dimension with the End.
I assume this happens because endermen seem to track the targeted player (but not mobs) no matter what, so long as the player is online and the enderman is within loaded chunks. Unlike other mobs, endermen are not deterred by extreme distance, obstructions, or broken line of sight.
I'm unsure if this is an intended feature, or if it should be considered a separate but related issue; please know that I am not using this issue to report that behavior as a bug, but just bringing it up in case it is relevant.
The primary issue can be recreated using commands with other mobs that have the AngryAt tag/entity data. For example, by bringing Player 1 (survival) to an obscured or blocked-off location, summoning a zombified piglin a moderate distance away, then having Player 2 (creative) run the following command:
/data modify entity @n[type=!player] AngryAt set from entity @n[type=player,distance=1..] UUIDthen have Player 1 enter the Nether before the zombified piglin can reach or see Player 1, then the zombified piglin will continue following Player 1's coordinates despite them being in the Nether.
This issue is also very similar to MC-274007, an issue causing tridents with loyalty to ignore the dimension and attempt to return to the player's coordinates.
Angry endermen (and through the use of commands, other mobs with the AngryAt tag / entity data) will move towards to coordinates of the targeted player, even if the targeted player is in another dimension.
This only happens with players; it does not happen if the targeted entity is a mob.
Steps to Reproduce:
This is easiest tested/replicated with two players.
Player 1:
- Set the time to night. I'm not fully sure if it matters, but I did my tests at midnight.
- Summon an enderman. Rename it if you wish to reduce the chance of it despawning.
- Stand on an elevated platform above the enderman that has a Nether portal. Ten blocks or so is an adequate height.
- Enter survival mode, if you're not already.
- Anger the enderman by staring at its face.
- Enter the Nether portal.
- Move around in the Nether. Being on the Nether roof is best for ease of movement and low risk of taking damage or dying.
Player 2:
- Observe the enderman, watching as it moves (in the Overworld) to the coordinates of Player 1 (who is in the Nether).
Observed Results:
The enderman will move to the same coordinates as the player who is in the Nether, but it will remain in the Overworld.
Expected Results:
Should the target change dimensions, I'd expect one of the following to happen, ordered from most expected to least expected:
Option A: Enderman loses aggression. Should the targeted player re-enter the Overworld, the enderman would re-engage in hostilities, provided that the enderman:
- hasn't started targeting a different player or mob;
- its AngerTime timer has not been reduced to zero;
- and the player is still within the enderman's detection range and LOS.
Option B: Enderman attempts to move to the last known Overworld position of the target. Upon arriving or failing to arrive, it would either lose aggression, or enter the Nether by happenstance and continue its hunt.
Option C: Enderman teleports directly to the Nether unassisted, to continue chasing the target.
Option A is the most expected result, or the one I'd consider most likely to be the intended behavior. When comparing option one to a mob the enderman is hostile towards, we can see that that's exactly what happens — if the enderman is angry at a mob, such as naturally at an endermite or another mob using commands, then we can see that the enderman loses aggression once the other mob enters the Nether.
Screenshots/Videos:
Enderman tracking player, Nether POV — The POV is of the targeted player. The enderman's coordinates are automatically updated in the scoreboard, allowing you to watch the enderman's position change as the player moves around.
Enderman tracking player, Overworld POV — The POV is of the player who remains in the Overworld. You can watch the enderman run around to different points for seemingly no reason.
Notes:
I have only tested this with an enderman in the Overworld chasing a player in Nether. I assume, but have not confirmed, that this also occurs when the dimensions are swapped, or when replacing one dimension with the End. I also tested with the time set to midnight.
I assume this happens because endermen seem to track the targeted player (but not mobs) no matter what, so long as the player is online and the enderman is within loaded chunks. Unlike other mobs, endermen are not deterred by extreme distance, obstructions, or broken line of sight.
I'm unsure if this is an intended feature, or if it should be considered a separate but related issue; please know that I am not using this issue to report that behavior as a bug, but just bringing it up in case it is relevant.
The primary issue can be recreated using commands with other mobs that have the AngryAt tag/entity data. For example, by bringing Player 1 (survival) to an obscured or blocked-off location, summoning a zombified piglin a moderate distance away, then having Player 2 (creative) run the following command:
/data modify entity @n[type=!player] AngryAt set from entity @n[type=player,distance=1..] UUIDthen have Player 1 enter the Nether before the zombified piglin can reach or see Player 1, then the zombified piglin will continue following Player 1's coordinates despite them being in the Nether.
This issue is also very similar to MC-274007, an issue causing tridents with loyalty to ignore the dimension and attempt to return to the player's coordinates.
Certain mobs, if too close to the player will try but fail to damage them. Of the mobs I tested, it was easiest to reproduce and most noticeable with the enderman.
Steps to Reproduce:
The outlined steps will be with an enderman as the example mob.
Pre-test setup:
- To prevent accidental deaths, affect yourself with high levels of resistance or regeneration;
/effect @p resistance infinite 255 true
- Set the time to night to reduce the frequency of the enderman's teleportation
- Set your gamemode to survival
Replicating:
- Summon an enderman
- Aggravate the enderman, by staring at it or attacking it
- Stand still and observe the results
Observed Results:
The enderman will rush to attack the player, getting at least one hit. After reaching the player, it will continue to run towards them or stand next to them without attacking. Should it keep moving, it may get additional hits, but it's inconsistent. Once it stops it usually will not damage the player again, so long as the player doesn't move, fight back, and as long as the enderman doesn't reposition itself by teleporting.
Should the enderman fail to deal damage for long enough, it will lose its aggression.
Expected Results:
The
**enderman should rush to attack the player, and deal damage at a consistent rate so long as it is close enough.Trying to perform this experiment with a zombie instead shows how I expect it to act, dealing damage around once per second.Screenshots/Videos:
[Optional: Attach an image or short video]
Notes:
This was tested on a superflat world. I don't know
howhaving a different elevation as the attacker would affect it.This can also be observed with a creaking, though I was unable to get it to fail to attack indefinitely.
I could also reproduce it with a wither skeleton by continually running into it and staying within it, though I could only delay recurring hits by an additional second at best. In this case, I used a command block to continually remove the wither effect from myself, to make it easier to tell why I took damage.
I also attempted to reproduce this with zombies, vindicators, silverfish, and spiders, but could not; their attacks worked as expected.
Certain mobs, if too close to the player will try but fail to damage them. Of the mobs I tested, it was easiest to reproduce and most noticeable with the enderman.
Steps to Reproduce:
The outlined steps will be with an enderman as the example mob.
Pre-test setup:
- To prevent accidental deaths, affect yourself with high levels of resistance or regeneration;
/effect @p resistance infinite 255 true
- Set the time to night to reduce the frequency of the enderman's teleportation
- Set your gamemode to survival
Replicating:
- Summon an enderman
- Aggravate the enderman, by staring at it or attacking it
- Stand still and observe the results
Observed Results:
The enderman will rush to attack the player, usually getting at least one hit. After reaching the player, it will continue to run towards them or stand next to them without attacking. Should it keep moving, it may get additional hits, but it's inconsistent. Once it stops it usually will not damage the player again, so long as the player doesn't move, fight back, and as long as the enderman doesn't reposition itself by teleporting.
Should the enderman fail to deal damage for long enough, it will lose its aggression.
Expected Results:
The enderman should rush to attack the player, and deal damage at a consistent rate so long as it is close enough. Performing this experiment with a zombie instead shows how I expect it to act, dealing damage around once per second.
Notes:
This was tested on a superflat world. I don't know if having a different elevation as the attacker would affect it.
This can also be observed with a creaking, though I was unable to get it to fail to attack indefinitely.
I could also reproduce it with a wither skeleton by continually running into it and staying within it, though I could only delay recurring hits by an additional second at best. In this case, I used a command block to continually remove the wither effect from myself, to make it easier to tell why I took damage.
I also attempted to reproduce this with zombies, vindicators, silverfish, and spiders, but could not; their attacks worked as expected.
Also this is a duplicate of MC-108700. Please avoid making duplicate tickets, Shade August; it's best to address a single issue within a single ticket.
Shade August: No need to comment when you can add the affects version yourself.
Shade August Please check if it's still the case in latest pre-release and if so, create a new ticket.



































Used to be command blocks couldnt be accesed, but now it works
Still happens when you repair the tool to full durability with another tool
Confirmed for 1.13 snapshot 18w19a.
ugh Ive had this problem since like 1.9, although its been happening since 1.7.1
I've also noticed this. This also happens with many other projectiles- see MC 109147
Still confirmed, 1.13 pre-5
I've had an entire village despawn it's villagers in 1.12.2...
Oops... i meant to say to grab a _second _banner, re-name that and right-click it with the same map
I don't have any resource packs except the default and it didn't let me reveiw the crash report
English (Canada)
started a server in 1.12.2, played it during the 1.13 snapshots when they came out and im getting this bug
In google tanslate, it says:
The language can not be changed
translated From polish. The Title says:
Change the language
Translated in google translate is:
when I type '' a '' in searching for items, the previously entered letters disappear
translated From polish.
This is happening agian in 1.14 Pre-Release 2
FYI they are not the same, as they are at different levels of updates.
Example? Can you provide a seed and the village's location?
If you see that subtitle, it means that there is a mineshaft or minecart semi-nearby, even if you cant hear it through the speakers
I noticed this in 1.14 pre 1 already, but i just didnt say anything.
Go here -> https://minecraft.gamepedia.com/Villager for info on villagers
This also happens with horses
Affects 1.14.2
However whats happening is it will bring the screen up when you let go of sneak as it should, but then it acts as if you quickly pressed it again, immediatly bringing the screen down again despite not touching sneak.
This has happened to me once. I was in creative and somehow placed a block in a space that my head was occupying and it put me in crawl (swim) mode.
It works fine for me
I don't know if it's worth mentioning anymore, but they also spawn with these conditions in peaceful. I saw a bunch of zombies trying to spawn in with mab spawning false and on peaceful.
You need to use smooth stone to craft it. regular stone won't work. Put your stone in a furnace again to get smooth stone
Dude, that's a bot. If you mark "unreleased versions" then the bot will automatically say that.
I'm pretty sure this is intended. Same happens will F5, F3, pressing 9 in spectator etc.
might not help, but I've had a bunch of villagers in a building I made and none have despawned in the span of a few months. the walls are 2 blocks thick and the only blocks they are able to stand on are beds, grass blocks, oak planks, workstations and chests.
i also cant redeem my code! it says there are no codes available!
same thing for me!
I spawned in 50 dolphins, all named, but they despawned when the chunk was unloaded
sorry I try to use the search but usually I can't find what I'm looking for
Just happened to my friends on our Minehut survival server, the both died in the nether, got back in under a minute to find all of their items gone.
I've noticed this before as well, again like you said it only happens in multiplayer (I've noticed it on both LAN and on a server). To other players I appear normally. I've also had this happen with F3+N, not just F3+F4. This has also happened to me in 1.15.2 as well.
is this the issue? MC-153904
This also affects the 1-9 number keys (Hotbar Slots 1-9), F (Offhand), Ctrl + B (Toggle Narrator), C + 1-9 (Save creative hotbar), X + 1-9 (Load creative hotbar)
Additionally, there seems to be some other odd behaviour when holding the 1-9 keys. When not in the inventory, holding these keys seems to queue button presses for after you let go of the button. For example, by holding the 9 key for a few seconds, it will continue thinking you're holding 9 for 1-2 seconds after releasing it, which can cause you to switch to the 9th hotbar slot, show/hide the hotbar in spectator mode, or save/load creative hotbars after releasing the button.
Jiingy, Yes, that seems to be the same issue. I'll edit this report to focus more on the enderman-specific issue.
Can confirm for 1.21.
Based on my tests in 1.21.4, this actually affects all mobs that use the AngryAt and AngerTime tags, not just Endermen. This list includes Bees, Endermen, Iron Golems, Polar Bears, Wolves, and Zombified Piglins. There may be more, but these are the only mobs that are listed on the wiki as having the AngryAt tag. (The wiki claims that Piglins have it as well, but that is incorrect.)
When attacked or provoked, these mobs have their AngerTime set to 400–800 ticks, and AngryAt as the attacker. When the attacker is a Player, AngerTime remains static (excluding Bees; their timer always counts down) while the mob is chasing the Player. If the Player gets out of its range, or enters Creative mode, the mob typically returns to its neutral state, and AngerTime starts counting down at a rate of 20 per second. Should the Player return to Survival mode and enter the mob's detection range before AngerTime has reached zero, and AngryAt hasn't been changed to a different target, then the mob will re-engage with the player.
This differs to how mobs act when fighting other mobs. If, say, a Zombified Piglin and a Polar Bear are fighting, teleporting one 80 blocks away will have them cease hostilities, and have their AngerTime be immediately set to 0. Since AngerTime is set to 0, the two mobs will not resume their fight when reintroduced (unless they're normally hostile to each other, like Enderman and Endermites, or Wolves and Sheep).
Their AngerTime values also decrease while they fight, as opposed to staying constant like they do with the Player.
I also want to comment on steps 4–6 of your reproduction steps. I don't know if it's new, but Endermen will not lose interest by blocking their line of sight, and Endermen will only lose interest if it's daytime. You need to either make sure it's day, or just toggle your gamemode between Creative/Survival for a faster and more reliable process.
It can also be reproduced by dying outside of the attacker's detection range (I think? It may be a different value) and returning to the mob's location before its AngerTime decreases fully.