Swekob
- swekob
- swekob
- Europe/Stockholm
- Yes
- No
Sound and particle effects isnot showing when a hoe is breakingSound effect is not playing and particle effects isn't showing when a hoe is breaking
When a hoe is breaking the breaking
sound effect isn't playing orparticle effect isn't showing.
Sound effect is not playing and particle effects isn't showing when a hoe is breakingParticle effects isn't showing when a hoe is breaking
When a hoe
isbreakingthe breaking particle effect isn't showing.When a hoe breaks the breaking particle effect isn't showing.
Particle effects isn't showing when a hoe is breakingSound effect not playing and particle effects isn't showing when a hoe is breaking
When a hoe breaks the breaking particle effect isn't showing and sound effect isn't playing.
When a hoe breaks the breaking particle effect isn't showing and sound effect isn't playing. Same goes for all kinds of armor
When a hoe breaks the breaking particle effect isn't showing and sound effect isn't playing. Same goes for all kinds of armor.
Sound effect not playingandparticle effects not showing when a hoe or any kind of armor is brokenHoe and armor doesn't have breaking sound effect nor particle effects
When
a hoe breaks the breaking particle effect isn't showing and sound effect isn't playing. Same goes for all kinds of armor.When the durability of a hoe or armor hits -1, the expected breaking sound and particle effect doesn't perform.
Hoe and armordoesn't havebreaking soundeffect norparticle effectsHoe and armor missing breaking sound and particle effects
Hoe and armor missing breaking sound and particle effects
When the durability of a hoe or armor hits -1, the expected breaking sound
andparticle effect doesn't perform.When the durability of a hoe or armor hits -1, neither of the expected breaking sound nor particle effect doesn't perform.
When the durability of a hoe or armor hits -1, neither of the expected breaking sound nor particle effect doesn't perform.The sounds and particles doesn't perform when the durability of armor and any tool hits -1, except when a tool breaks after it was used to brake a block.
Hoe and armor missing breaking sound and particle effectMissing breaking sound and particle effect for armor and any tool (except when braked by breaking block)
The sounds and particles do
esn't perform when the durability of armor and any tool hits -1, except when a tool breaks after it was used to brake a block.The sounds and particles don't perform when the durability of armor and any tool hits -1, except when a tool breaks after it was used to brake a block. But even the exception has an exception. Sometimes the effects don't perform after breaking a block.
The sounds and particles don't perform when the durability of armor and any tool (swords included) hits -1, except when a tool breaks after it was used to brake a block. But even the exception has an exception. Sometimes the effects don't perform after breaking a block.
Missingbreaking soundandparticle effect for armor and any tool (except when braked by breaking block)No breaking sound nor particle effect for all tools and armor
The sounds and particles don't perform when the durability
ofarmor and anytool (swords included) hits -1, except when a tool breaks after it was used to brake a block. Buteven the exception has an exception. Sometimes the effects don't perform after breaking a block.The sounds and particles don't perform when the durability hits -1 for armor and all tools (includes hoes, swords, and shields), except when a tool breaks after it was used to brake a block. But sometimes the effects don't perform even after breaking a block.
No breaking soundnorparticle effect for all tools and armorNo breaking sound and particle effect for all tools and armor
The sounds and particles don't perform when the durability hits -1 for armor and all tools (includes hoes, swords,
andshields), except when a tool breaks after itwas used to brake a block. But sometimes the effects don't performevenafter breaking a block.The sounds and particles don't perform when the durability hits -1 for armor and all tools (includes hoes, swords, shields and bows). The effects don't perform if the durability of the tool ran out by tilling, hitting entities, or anything else except if the tool was used to brake a block. But, sometimes I've experienced that the effects don't even perform after the tool broke by breaking a block.
No breaking soundandparticle effect for all tools and armorNo breaking sound nor particle effect for all tools and armor
The sounds and particles don't perform when the durability hits -1 for armor and all tools (includes hoes, swords, shields and bows). The effects don't perform
ifthe durability ofthetool ranout by tilling, hitting entities, or anything else exceptifthe toolwas used to brake a block. But, sometimes I've experienced that the effects don't even performafter the tool broke by breaking a block.The sounds and particles don't perform when the durability hits -1 for armor and all tools (includes hoes, swords, shields and bows). The effects don't perform when the durability of a tool runs out by tilling, hitting entities, or anything else except when the tool is used to brake a block. But, sometimes I've experienced that the effects don't even perform by the exception.
The sounds and particles don't perform when the durability hits -1 for armor and all tools (includes hoes, swords, shields and bows). The effects don't perform when the durability of a tool runs out by tilling, hitting entities, or anything else except when the tool is used to brake a block. But, sometimes I've experienced that the effects don't even perform by the exception.Some breakable items don't play a sound and doesn't show the particle effect when they break. Block-breaking tools do perform these effects most of the time when they break by breaking a block.
Items that perform sound and particles (except when block-breaked):
Item Breaking sound & particles Break method Shovels Hit mob, till Pickaxes Hit mob Axes Hit mob Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick Can't break - Armor (helmet, chestplate, leggings, boots) Damaged when wearing
No breaking sound nor particle effect foralltools and armorNo breaking sound nor particle effect for some tools and all armor
Some breakable items don't play a sound and doesn't show the particle effect when they break. Block-breaking tools do perform these effects most of the time when they break by breaking a block.
Items that perform sound and particles (except when block-breaked):
ItemBreak ing sound & particlesBreak method Shovels Hit mob, till Pickaxes Hit mob Axes Hit mob Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick Can't break - Armor (helmet, chestplate, leggings, boots) Damaged when wearing Some breakable items don't play a sound and doesn't show the particle effect when they break. Block-breaking tools do perform these effects most of the time when they break by breaking a block.
Item Breaking sound & particles Break method Shovels Hit mob, till Pickaxes Hit mob Axes Hit mob Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick Can't break - Armor (helmet, chestplate, leggings, boots) Damaged when wearing
Some breakable items don't play a sound and doesn't show the particle effect when they break. Block-breaking tools do perform these effects most of the time when they break by breaking a block.
Item Breaking sound & particlesBreak methodShovels Hit mob, till Pickaxes Hit mob Axes Hit mob Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick Can't break - Armor (helmet, chestplate, leggings, boots) Damaged when wearing Some breakable items don't play a sound and doesn't show the particle effect when they break. Block-breaking tools do perform these effects most of the time when they break by breaking a block.
Table of breakable items:
Item Breaking sound & particles Break method Shovels Hit mob, till Pickaxes Hit mob Axes Hit mob Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick Can't break - Armor (helmet, chestplate, leggings, boots) Damaged when wearing
Some breakable items don't play a sound and doesn't show the particle effect when they break. Block-breaking tools do perform these effects most of the time when they break by breaking a block.
Table of breakable items:
Item Breaking sound & particles Break method Shovels Hit mob, till Pickaxes Hit mob Axes Hit mob Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick Can't break - Armor (helmet, chestplate, leggings, boots) Damaged when wearing Elytra (Probably intended)
Gliding
Some breakable items don't play a sound and do
esn't show the particle effect when they break. Block-breaking tools do perform these effects most of the time when they break by breaking a block.Table of breakable items:
Item Breaking sound & particles Break method Shovels Hit mob, till Pickaxes Hit mob Axes Hit mob Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick Can't break - Armor (helmet, chestplate, leggings, boots) Damaged when wearing Elytra (Probably intended)
Gliding Some breakable items don't play a sound and don't show the particle effect when they break. Block-breaking tools do perform these effects most of the time when they break by breaking a block.
Table of breakable items:
Item Breaking sound & particles Break method Shovels Hit mob, till Pickaxes Hit mob Axes Hit mob Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick Can't break* - Armor (helmet, chestplate, leggings, boots) Damaged when wearing Elytra (Probably intended)
Gliding *Issues that relates to that Carrot on a Stick can't be breaked: MC-90192 & MC-90202
Some breakable items don't play a sound and don't show the particle effect when they break. Block-breaking tools do perform these effects most of the time when they break by breaking a block.
Table of breakable items:
Item Breaking sound & particles Break method Shovels Hit mob, till Pickaxes Hit mob Axes Hit mob Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick Can't break* - Armor (helmet, chestplate, leggings, boots) Damaged when wearing Elytra (Probably intended)
Gliding *Issues that relates to that Carrot on a Stick can't be breaked: MC-90192 & MC-90202
me commented:
Item breaking sounds of all types are triggered client-side when the game damages and breaks an item, but the server also detects the same conditions to tell other clients to play the item breaking sound.
For example, when you mine a block of stone with your pick, the client realizes that you've broken a block, then damages the client-side version of the pick. The client then realizes that the pick has no durability remaining and plays the break animation and sound. When the server realizes that you've mined the piece of stone, it also damages the server-side version of your pick and detects that you've broken your pick, so it sends packets telling other clients (but not your client) to play the item breaking sound at your location.
With armor, the game damages the armor when it calculates the protection that it gives. However, these calculations are only done server side, so the client never tries to damage its own armor--it just updates the player's inventory according to the server's inventory-change packets, and as such never plays the armor breaking sound and animation.I assume that similar issues cause hoes, fishing rods, and carrots on sticks not to play their item breaking sounds as well.
Some breakable items don't play a sound and don't show the particle effect when they break. Block-breaking tools do perform these effects most of the time when they break by breaking a block.
Table of breakable items:
Item Breaking sound & particles Break method Shovels Hit mob, till Pickaxes Hit mob Axes Hit mob Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick Can't break* - Armor (helmet, chestplate, leggings, boots) Damaged when wearing Elytra (Probably intended)
Gliding *Issues that relates to that Carrot on a Stick can't be breaked: MC-90192 & MC-90202
me commented:
Item breaking sounds of all types are triggered client-side when the game damages and breaks an item, but the server also detects the same conditions to tell other clients to play the item breaking sound.
For example, when you mine a block of stone with your pick, the client realizes that you've broken a block, then damages the client-side version of the pick. The client then realizes that the pick has no durability remaining and plays the break animation and sound. When the server realizes that you've mined the piece of stone, it also damages the server-side version of your pick and detects that you've broken your pick, so it sends packets telling other clients (but not your client) to play the item breaking sound at your location.
With armor, the game damages the armor when it calculates the protection that it gives. However, these calculations are only done server side, so the client never tries to damage its own armor--it just updates the player's inventory according to the server's inventory-change packets, and as such never plays the armor breaking sound and animation.I assume that similar issues cause hoes, fishing rods, and carrots on sticks not to play their item breaking sounds as well.
Some breakable items don't play a sound and don't show the particle effect when they break. Block-breaking tools do perform these effects most of the time when they break by breaking a block.
Table of breakable items:
Item Breaking sound & particles Break method Shovels Hit mob, till Pickaxes Hit mob Axes Hit mob Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick Can't break* - Armor (helmet, chestplate, leggings, boots) Damaged when wearing Elytra (Probably intended)
Gliding *Issues that relates to that Carrot on a Stick can't be breaked: MC-90192 & MC-90202
me commented:
Item breaking sounds of all types are triggered client-side when the game damages and breaks an item, but the server also detects the same conditions to tell other clients to play the item breaking sound.
For example, when you mine a block of stone with your pick, the client realizes that you've broken a block, then damages the client-side version of the pick. The client then realizes that the pick has no durability remaining and plays the break animation and sound. When the server realizes that you've mined the piece of stone, it also damages the server-side version of your pick and detects that you've broken your pick, so it sends packets telling other clients (but not your client) to play the item breaking sound at your location.
With armor, the game damages the armor when it calculates the protection that it gives. However, these calculations are only done server side, so the client never tries to damage its own armor--it just updates the player's inventory according to the server's inventory-change packets, and as such never plays the armor breaking sound and animation.I assume that similar issues cause hoes, fishing rods, and carrots on sticks not to play their item breaking sounds as well.
Some breakable items don't play a sound and don't show the particle effect when they break. Block-breaking tools do perform these effects most of the time when they break by breaking a block.
Table of breakable items:
Item Breaking sound & particles Break method Shovels Hit mob, till Pickaxes Hit mob Axes Hit mob Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick Can't break* - Armor (helmet, chestplate, leggings, boots) Damaged when wearing Elytra (Probably intended)
Gliding *Issues that relates to that Carrot on a Stick can't be breaked:
MC-90192&MC-90202me commented:
Item breaking sounds of all types are triggered client-side when the game damages and breaks an item, but the server also detects the same conditions to tell other clients to play the item breaking sound.
For example, when you mine a block of stone with your pick, the client realizes that you've broken a block, then damages the client-side version of the pick. The client then realizes that the pick has no durability remaining and plays the break animation and sound. When the server realizes that you've mined the piece of stone, it also damages the server-side version of your pick and detects that you've broken your pick, so it sends packets telling other clients (but not your client) to play the item breaking sound at your location.
With armor, the game damages the armor when it calculates the protection that it gives. However, these calculations are only done server side, so the client never tries to damage its own armor--it just updates the player's inventory according to the server's inventory-change packets, and as such never plays the armor breaking sound and animation.I assume that similar issues cause hoes, fishing rods, and carrots on sticks not to play their item breaking sounds as well.
Some breakable items don't play a sound and don't show the particle effect when they break. Block-breaking tools do perform these effects most of the time when they break by breaking a block.
Table of breakable items:
Item Breaking sound & particles Break method Shovels Hit mob, till Pickaxes Hit mob Axes Hit mob Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick Can't break* - Armor (helmet, chestplate, leggings, boots) Damaged when wearing Elytra (Probably intended)
Gliding *Issues that relates to that Carrot on a Stick can't be breaked:
MC-90192&MC-90202me commented:
Item breaking sounds of all types are triggered client-side when the game damages and breaks an item, but the server also detects the same conditions to tell other clients to play the item breaking sound.
For example, when you mine a block of stone with your pick, the client realizes that you've broken a block, then damages the client-side version of the pick. The client then realizes that the pick has no durability remaining and plays the break animation and sound. When the server realizes that you've mined the piece of stone, it also damages the server-side version of your pick and detects that you've broken your pick, so it sends packets telling other clients (but not your client) to play the item breaking sound at your location.
With armor, the game damages the armor when it calculates the protection that it gives. However, these calculations are only done server side, so the client never tries to damage its own armor--it just updates the player's inventory according to the server's inventory-change packets, and as such never plays the armor breaking sound and animation.I assume that similar issues cause hoes, fishing rods, and carrots on sticks not to play their item breaking sounds as well.
Some breakable items don't play a sound and don't show the particle effect when they break. Block-breaking tools do perform these effects most of the time when they break by breaking a block.
Table of breakable items:
Item Breaking sound & particles Break method Shovels Hit mob, till Pickaxes Hit mob Axes Hit mob Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick Can't break* - Armor (helmet, chestplate, leggings, boots) Damaged when wearing Elytra (Probably intended)
Gliding *Issues that relates to that Carrot on a Stick can't be breaked:
MC-90192&MC-90202me commented:
Item breaking sounds of all types are triggered client-side when the game damages and breaks an item, but the server also detects the same conditions to tell other clients to play the item breaking sound.
For example, when you mine a block of stone with your pick, the client realizes that you've broken a block, then damages the client-side version of the pick. The client then realizes that the pick has no durability remaining and plays the break animation and sound. When the server realizes that you've mined the piece of stone, it also damages the server-side version of your pick and detects that you've broken your pick, so it sends packets telling other clients (but not your client) to play the item breaking sound at your location.
With armor, the game damages the armor when it calculates the protection that it gives. However, these calculations are only done server side, so the client never tries to damage its own armor--it just updates the player's inventory according to the server's inventory-change packets, and as such never plays the armor breaking sound and animation.I assume that similar issues cause hoes, fishing rods, and carrots on sticks not to play their item breaking sounds as well.
Some breakable items don't play a sound and don't show the particle effect when they break. Block-breaking tools do perform these effects most of the time when they break by breaking a block.
Table of breakable items:
Item Breaking sound & particles Break method Shovels Hit mob, till Pickaxes Hit mob Axes Hit mob Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick Can't break* - Armor (helmet, chestplate, leggings, boots) Damaged when wearing Elytra (Probably intended)
Gliding *Issues that relates to that Carrot on a Stick can't be breaked:
MC-90192&MC-90202Item breaking sounds of all types are triggered client-side when the game damages and breaks an item, but the server also detects the same conditions to tell other clients to play the item breaking sound.
For example, when you mine a block of stone with your pick, the client realizes that you've broken a block, then damages the client-side version of the pick. The client then realizes that the pick has no durability remaining and plays the break animation and sound. When the server realizes that you've mined the piece of stone, it also damages the server-side version of your pick and detects that you've broken your pick, so it sends packets telling other clients (but not your client) to play the item breaking sound at your location.
With armor, the game damages the armor when it calculates the protection that it gives. However, these calculations are only done server side, so the client never tries to damage its own armor--it just updates the player's inventory according to the server's inventory-change packets, and as such never plays the armor breaking sound and animation.I assume that similar issues cause hoes, fishing rods, and carrots on sticks not to play their item breaking sounds as well.
Some breakable items don't play a sound and don't show the particle effect when they break. Block-breaking tools do perform these effects most of the time when they break by breaking a block.
Table of breakable items:
Item Breaking sound & particles Break method Shovels Hit mob, till Pickaxes Hit mob Axes Hit mob Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick Can't break *- Armor (helmet, chestplate, leggings, boots) Damaged when wearing Elytra (Probably intended)
Gliding *Issues that relates to that Carrot on a Stick can't be breaked:
MC-90192&MC-90202Item breaking sounds of all types are triggered client-side when the game damages and breaks an item, but the server also detects the same conditions to tell other clients to play the item breaking sound.
For example, when you mine a block of stone with your pick, the client realizes that you've broken a block, then damages the client-side version of the pick. The client then realizes that the pick has no durability remaining and plays the break animation and sound. When the server realizes that you've mined the piece of stone, it also damages the server-side version of your pick and detects that you've broken your pick, so it sends packets telling other clients (but not your client) to play the item breaking sound at your location.
With armor, the game damages the armor when it calculates the protection that it gives. However, these calculations are only done server side, so the client never tries to damage its own armor--it just updates the player's inventory according to the server's inventory-change packets, and as such never plays the armor breaking sound and animation.I assume that similar issues cause hoes, fishing rods, and carrots on sticks not to play their item breaking sounds as well.
Some breakable items don't play a sound and don't show the particle effect when they break. Block-breaking tools do perform these effects most of the time when they break by breaking a block.
Table of breakable items:
Item Breaking sound & particles Break method Shovels Hit mob, till Pickaxes Hit mob Axes Hit mob Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick Can't break - Armor (helmet, chestplate, leggings, boots) Damaged when wearing Elytra (Probably intended)
Gliding Item breaking sounds of all types are triggered client-side when the game damages and breaks an item, but the server also detects the same conditions to tell other clients to play the item breaking sound.
For example, when you mine a block of stone with your pick, the client realizes that you've broken a block, then damages the client-side version of the pick. The client then realizes that the pick has no durability remaining and plays the break animation and sound. When the server realizes that you've mined the piece of stone, it also damages the server-side version of your pick and detects that you've broken your pick, so it sends packets telling other clients (but not your client) to play the item breaking sound at your location.
With armor, the game damages the armor when it calculates the protection that it gives. However, these calculations are only done server side, so the client never tries to damage its own armor--it just updates the player's inventory according to the server's inventory-change packets, and as such never plays the armor breaking sound and animation.I assume that similar issues cause hoes, fishing rods, and carrots on sticks not to play their item breaking sounds as well.
No breaking soundnor particle effect for some tools and all armor
Some breakable items don't play a sound and don't show the particle effect when they break. Block-breaking tools do perform these effects most of the time when they break by breaking a block.
Table of breakable items:
Item Breaking sound & particles Break method Shovels Hit mob, till Pickaxes Hit mob Axes Hit mob Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick Can't break - Armor (helmet, chestplate, leggings, boots) Damaged when wearing Elytra (Probably intended)
Gliding Item breaking sounds of all types are triggered client-side when the game damages and breaks an item, but the server also detects the same conditions to tell other clients to play the item breaking sound.
For example, when you mine a block of stone with your pick, the client realizes that you've broken a block, then damages the client-side version of the pick. The client then realizes that the pick has no durability remaining and plays the break animation and sound. When the server realizes that you've mined the piece of stone, it also damages the server-side version of your pick and detects that you've broken your pick, so it sends packets telling other clients (but not your client) to play the item breaking sound at your location.
With armor, the game damages the armor when it calculates the protection that it gives. However, these calculations are only done server side, so the client never tries to damage its own armor--it just updates the player's inventory according to the server's inventory-change packets, and as such never plays the armor breaking sound and animation.I assume that similar issues cause hoes, fishing rods, and carrots on sticks not to play their item breaking sounds as well.
dodo comododo: Did the noise occur after you broke a block or did you hit a mob? The sound will play if you broke a block by last use, as I've mentioned in the description.
Several breakable items don't play a sound and don't show the particle effect when they break.
Table of breakable items:
Item Breaking sound & particles Break method Shovels Hit mob, till, block-breaking (as of 16w43a) Pickaxes Hit mob, block-breaking (as of 16w43a) Axes Hit mob, block-breaking (as of 16w43a) Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick Can't break -Armor (helmet, chestplate, leggings, boots) Damaged when wearing Elytra (Probably intended)
Gliding Item breaking sounds of all types are triggered client-side when the game damages and breaks an item, but the server also detects the same conditions to tell other clients to play the item breaking sound.
For example, when you mine a block of stone with your pick, the client realizes that you've broken a block, then damages the client-side version of the pick. The client then realizes that the pick has no durability remaining and plays the break animation and sound. When the server realizes that you've mined the piece of stone, it also damages the server-side version of your pick and detects that you've broken your pick, so it sends packets telling other clients (but not your client) to play the item breaking sound at your location.
With armor, the game damages the armor when it calculates the protection that it gives. However, these calculations are only done server side, so the client never tries to damage its own armor--it just updates the player's inventory according to the server's inventory-change packets, and as such never plays the armor breaking sound and animation.I assume that similar issues cause hoes, fishing rods, and carrots on sticks not to play their item breaking sounds as well.
Several breakable items don't play a sound and don't show the particle effect when they break.
Table of breakable items:
Item Breaking sound & particles Break method Shovels Hit mob, till, block-breaking (as of 16w43a) Pickaxes Hit mob, block-breaking (as of 16w43a) Axes Hit mob, block-breaking (as of 16w43a) Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick Can't break ( MC-105049)- Armor (helmet, chestplate, leggings, boots) Damaged when wearing Elytra Gliding Comment by user me - 17/Aug/13:
Item breaking sounds of all types are triggered client-side when the game damages and breaks an item, but the server also detects the same conditions to tell other clients to play the item breaking sound.
For example, when you mine a block of stone with your pick, the client realizes that you've broken a block, then damages the client-side version of the pick. The client then realizes that the pick has no durability remaining and plays the break animation and sound. When the server realizes that you've mined the piece of stone, it also damages the server-side version of your pick and detects that you've broken your pick, so it sends packets telling other clients (but not your client) to play the item breaking sound at your location.
With armor, the game damages the armor when it calculates the protection that it gives. However, these calculations are only done server side, so the client never tries to damage its own armor--it just updates the player's inventory according to the server's inventory-change packets, and as such never plays the armor breaking sound and animation.I assume that similar issues cause hoes, fishing rods, and carrots on sticks not to play their item breaking sounds as well.
Severalbreakable itemsdon'tplay a soundand don'tshowtheparticle effectwhen they break.Table of breakable items:
Item Breaking sound & particles Break method Shovels Hit mob, till, block-breaking (as of 16w43a) Pickaxes Hit mob, block-breaking (as of 16w43a) Axes Hit mob, block-breaking (as of 16w43a) Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick Can't break ( MC-112630)- Armor ( helmet,chestplate,leggings, boots)Damaged when wearing Elytra Gliding Comment by user me - 17/Aug/13:
Item breaking sounds of all types are triggered client-side when the game damages and breaks an item, but the server also detects the same conditions to tell other clients to play the item breaking sound.
For example, when you mine a block of stone with your pick, the client realizes that you've broken a block, then damages the client-side version of the pick. The client then realizes that the pick has no durability remaining and plays the break animation and sound. When the server realizes that you've mined the piece of stone, it also damages the server-side version of your pick and detects that you've broken your pick, so it sends packets telling other clients (but not your client) to play the item breaking sound at your location.
With armor, the game damages the armor when it calculates the protection that it gives. However, these calculations are only done server side, so the client never tries to damage its own armor--it just updates the player's inventory according to the server's inventory-change packets, and as such never plays the armor breaking sound and animation.I assume that similar issues cause hoes, fishing rods, and carrots on sticks not to play their item breaking sounds as well.
The bug
Multiple breakable items that gets broken doesn't neither play a sound nor show any particle effect.
Breakable items
Item Breaking sound & particles Break method Shovels Hit mob, till, block-breaking (as of 16w43a) Pickaxes Hit mob, block-breaking (as of 16w43a) Axes Hit mob, block-breaking (as of 16w43a) Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick Can't break ( MC-112630)- Armor (Helmet, Chestplate, Leggings & Boots) Damaged when wearing Elytra Gliding Comment by user me - 17/Aug/13:
Item breaking sounds of all types are triggered client-side when the game damages and breaks an item, but the server also detects the same conditions to tell other clients to play the item breaking sound.
For example, when you mine a block of stone with your pick, the client realizes that you've broken a block, then damages the client-side version of the pick. The client then realizes that the pick has no durability remaining and plays the break animation and sound. When the server realizes that you've mined the piece of stone, it also damages the server-side version of your pick and detects that you've broken your pick, so it sends packets telling other clients (but not your client) to play the item breaking sound at your location.
With armor, the game damages the armor when it calculates the protection that it gives. However, these calculations are only done server side, so the client never tries to damage its own armor--it just updates the player's inventory according to the server's inventory-change packets, and as such never plays the armor breaking sound and animation.I assume that similar issues cause hoes, fishing rods, and carrots on sticks not to play their item breaking sounds as well.
The bug
Multiple breakable items that gets broken doesn't neither play a sound nor show any particle effect.
Breakable items
Item Breaking sound & particles Break method Shovels Hit mob, till, b lock-breaking (as of16w43a)Pickaxes Hit mob, b lock-breaking (as of16w43a)Axes Hit mob, b lock-breaking (as of16w43a)Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick Can't break ( MC-112630)- Armor (Helmet, Chestplate, Leggings & Boots) Damaged when wearing Elytra Glid ingComment by user me - 17/Aug/13:
Item breaking sounds of all types are triggered client-side when the game damages and breaks an item, but the server also detects the same conditions to tell other clients to play the item breaking sound.
For example, when you mine a block of stone with your pick, the client realizes that you've broken a block, then damages the client-side version of the pick. The client then realizes that the pick has no durability remaining and plays the break animation and sound. When the server realizes that you've mined the piece of stone, it also damages the server-side version of your pick and detects that you've broken your pick, so it sends packets telling other clients (but not your client) to play the item breaking sound at your location.
With armor, the game damages the armor when it calculates the protection that it gives. However, these calculations are only done server side, so the client never tries to damage its own armor--it just updates the player's inventory according to the server's inventory-change packets, and as such never plays the armor breaking sound and animation.I assume that similar issues cause hoes, fishing rods, and carrots on sticks not to play their item breaking sounds as well.
The bug
Multiple breakable items that gets broken doesn't neither play a sound nor show any particle effect.
Item Breaking sound & particles Break method Shovels Hit mob, till, break block (16w43a) Pickaxes Hit mob, break block (16w43a) Axes Hit mob, break block (16w43a) Hoes Hit mob, till Swords Hit mob Shears Shear sheep Bow Shoot Shield Damaged when blocking Fishing Rod Reel in (item, block, mob) Flint and Steel Set fire Carrot on a Stick Can't break ( MC-112630)- Armor (Helmet, Chestplate, Leggings & Boots) Damaged when wearing Elytra Glide fly Comment by user me - 17/Aug/13:
Item breaking sounds of all types are triggered client-side when the game damages and breaks an item, but the server also detects the same conditions to tell other clients to play the item breaking sound.
For example, when you mine a block of stone with your pick, the client realizes that you've broken a block, then damages the client-side version of the pick. The client then realizes that the pick has no durability remaining and plays the break animation and sound. When the server realizes that you've mined the piece of stone, it also damages the server-side version of your pick and detects that you've broken your pick, so it sends packets telling other clients (but not your client) to play the item breaking sound at your location.
With armor, the game damages the armor when it calculates the protection that it gives. However, these calculations are only done server side, so the client never tries to damage its own armor--it just updates the player's inventory according to the server's inventory-change packets, and as such never plays the armor breaking sound and animation.I assume that similar issues cause hoes, fishing rods, and carrots on sticks not to play their item breaking sounds as well.
You should change it.
Dead bushes have a really undetailed texture.
You can cheat to get cheats on after creating a world with cheats off. If you start a LAN and enable cheats, you can do all commands. The cheats can be disabled if you rejoin the world.
You could do this since LAN was added.You can cheat to get cheats on after creating a world with cheats off. If you start a LAN and enable cheats, you can do all commands. This is like: "Oh no I fell in lava! But, that's not a problem, I just need to start a LAN and enable cheats, then I can fly out from the lava and everything is as normal.". And that's not supposed to happen, I think.
The cheats can be disabled if you rejoin the world.
You could do this since LAN was added.
Cheating in SSP, with no cheats on. /Cheats can be enabled while opening SSP to LAN
There is no sound when the loading screen is showing when you travel
sto The Nether.The sound haven't been played since Mojang added local servers to singleplayer.
Traveling to The Nether doesn't have asoundNether portal traveling sound gone
I'm sorry if this is an invalid issue.
However, to "resolve", you can click "Title
Screen" and log in to the world again to make the hand invisible, if this information is to any help.Have a good day!
I'm sorry if this is an invalid issue.
However, to "resolve", you can click "Title screen" and log in to the world again to make the hand invisible, if this information is to any help.
Have a good day!
I'm sorry if this is an invalid issue.
However, to "resolve", you can click "Title screen" and log in to the world again to make the hand invisible, if this information is to any help.Have a good day!
To "resolve", you can click "Title screen" and log in to the world again to make the hand invisible, if this information is to any help.
Have a good day!
Hand visible inthedeath screen after player entity despawns
To "
resolve", you can click "Title screen" and log in to the world again to make the hand invisible, if this information is to any help.Have a good day!
To "fix", you can click "Title screen" and log in to the world again to make the hand invisible, if this information is to any help.
Steps to reproduce:
1. Die.
2. Wait until your player entiry despawns.
3. Look if your hand still exists.Have a good day!
To "fix", you can click "Title screen" and log in to the world again to make the hand invisible, if this information is to any help.
Steps to reproduce:
1. Die.
2. Wait until your player entiry despawns.
3. Lookifyour handstill exists.Have a good day!
To "fix", you can click "Title screen" and log in to the world again to make the hand invisible, if this information is to any help.
Steps to reproduce:
1. Die.
2. Wait until your player entiry despawns (you'll see smoke).
3. Look at your hand.Have a good day!
To "fix", you can click "Title screen" and log in to the world again to make the hand invisible, if this information is to any help.
Steps to reproduce:
1. Die.
2. Wait until your player entiry despawns (you'll see smoke).
3. Look at your hand.Have a good day!
To "fix", you can click "Title screen" and log in to the world again to make the hand invisible, if this information is to any help.
Steps to reproduce:
1. Die.
2. Wait until your player entity despawns (you'll see smoke).
3. Look at your hand.Have a good day!
To
"fix", you can click "Title screen" and log in to the world again to make the hand invisible, if this information is to any help.Steps to reproduce:
1. Die.
2. Wait until your player entity despawns (you'll see smoke).
3. Look at your hand.Have a good day!
To temporarily fix, you can click "Title screen" and log in to the world again to make the hand invisible, if this information is to any help.
Steps to reproduce:
1. Die.
2. Wait until your player entity despawns (you'll see smoke).
3. Look at your hand.Have a good day!
To temporarily fix, you can click "Title screen" and log in to the world again to make the hand invisible, if this information is to any help.
Steps to reproduce:
1. Die.
2. Wait until your player entity despawns (you'll see smoke).
3. Look at your hand.Have a good day!
To temporarily fix, you can click "Title screen" and log in to the world again to make the hand invisible, if this information is to any help.
Steps to reproduce:
1. Switch to first-person if needed.
2. Die.
3. Wait until your player entity despawns (you'll see smoke).
4. Look at your hand.Have a good day!
To temporarily fix, you can click "Title screen" and log in to the world again to make the hand invisible, if this information is to any help.
Steps to reproduce:
1. Switch to first-person if needed.
2. Die.
3. Wait until your player entity despawns (you'll see smoke).
4. Look at your hand.Have a good day!
Windows 10
Java8, update 60 (1.8.0_25)Windows 10
Java 1.8.0_25 64bit
Steps to reproduce:
1. Switch to first-person if needed.
2. Die.
3. Wait until your player entity despawns (you'll see smoke).
4. Look at your hand.Have a good day!
To reproduce:
- Switch to first-person if needed.
- Die.
- Wait until your player entity despawns (you'll see smoke).
- Look at your hand.
Have a good day!
Pathfinding problems with water:
• Mobs rather approaches its target by swimming(even if the target is unreachable), than to take the faster and achievable route. (This behaviour doesn't apply when the water is replaced with lava.)Steps to reproduce:
1. Place water where a mob can take itself in and out of through only one opening. (The attachments of this issue/post can be to help)
2. Attract a mob to the direction where it can't reach you if you imagine it would go straight towards you. Observe that it won't be able to reach you.
3. Remove the water and do the same thing. Notice how the mob can reach you.↑ Please help me to make these steps more informative and understandableHave a good day!
Pathfinding problems with water:
• Mobs rather approaches its target by swimming(even if the target is unreachable), than to take the faster and achievable route. (This behaviour doesn't apply when the water is replaced with lava.)Steps to reproduce:
1. Place water where a mob can take itself in and out of through only one opening. (The attachments of this issue/post can be to help)
2. Attract a mob to the direction where it can't reach you if you imagine it would go straight towards you. Observe that it won't be able to reach you.
3. Remove the water and do the same thing. Notice how the mob can reach you.↑ Please help me to make these steps more informative and understandable
Have a good day!
Pathfinding problems with water:
• Mobs rather approaches its target by swimming(even if the target is unreachable), than to take the faster and achievable route. (This behaviour doesn't apply when the water is replaced with lava.)Steps to reproduce:
1. Place water where a mob can take itself in and out of through only one opening. (The attachments of this issue/post can be to help)
2. Attract a mob to the direction where it can't reach you if you imagine it would go straight towards you. Observe that it won't be able to reach you.
3. Remove the water and do the same thing. Notice how the mob can reach you.↑ Please help me to make these steps more informative and understandable
Have a good day!
Pathfinding problems with water:
• Mobs rather approaches its target by swimming(even if the target is unreachable), than to take the faster and achievable route. (This behaviour doesn't apply when the water is replaced with lava.)Steps to reproduce:
1. Place water where a mob can take itself in and out of through only one opening. (The attachments of this issue/post can be to help)
2. Attract a mob to the direction where it can't reach you if you imagine it would go straight towards you. Observe that it won't be able to reach you.
3. Remove the water and do the same thing. Notice how the mob can reach you.
↑ Please help me to make these steps more informative and understandableHave a good day!
Pathfinding problems with water:
• Mobs rather approaches its target by swimming(even if the target is unreachable that way), than to take the faster and achievable route. (This behaviour doesn't apply when the water is replaced with lava.)Steps to reproduce:
1. Place water where a mob can take itself in and out of through only one opening. (The attachments of this issue/post can be to help)
2. Attract a mob to the direction where it can't reach you if you imagine it would go straight towards you. Observe that it won't be able to reach you.
3. Remove the water and do the same thing. Notice how the mob can reach you.
↑ Please help me to make these steps more informative and understandableHave a good day!
Pathfinding problems with water:
• Mobs rather approaches its target by swimming(even if the target is unreachable that way), than to take the faster and achievable route. (This behaviour doesn't apply when the water is replaced with lava.)Steps to reproduce
:
1. Place water where a mob can take itself in and out of through only one opening.(The attachments of this issue/post can be to help)
2. Attract a mob to the direction where it can't reach you if you imagine it would go straight towards you. Observe that it won't be able to reach you.
3. Remove the water and do the same thing. Notice how the mob can reach you.
↑ Please help me to make these steps more informative and understandableHave a good day!
Pathfinding problems with water:
• Mobs rather approaches its target by swimming(even if the target is unreachable that way), than to take the faster and achievable route. (This behaviour doesn't apply when the water is replaced with lava.)Steps to reproduce:*
1. Place water where a mob can take itself in and out of through only one opening.
2. Attract a mob to the direction where it can't reach you if you imagine it would go straight towards you. Observe that it won't be able to reach you.
3. Remove the water and do the same thing. Notice how the mob can reach you.
- The attachments for this issue/post can be to help
↑ Please help me to make these steps more informative and understandableHave a good day!
Pathfinding problems with water:
• Mobs rather approaches its target by swimming(even if the target is unreachable that way), than to take the faster and achievable route. (This behaviour doesn't apply when the water is replaced with lava.)Steps to reproduce:*
1. Place water where a mob can take itself in and out of through only one opening.
2. Attract a mob to the direction where it can't reach you if you imagine it would go straight towards you. Observe that it won't be able to reach you.
3. Remove the water and do the same thing. Notice how the mob can reach you.
- The attachments for this issue/post can be to help
↑ Please help me to make these steps more informative and understandableHave a good day!
Pathfinding problems with water:
• Mobs rather approaches its target by swimming(even if the target is unreachable that way), than to take the faster and achievable route. (This behaviour doesn't apply when the water is replaced with lava.)Steps to reproduce:*
1. Place water where a mob can take itself in and out of through only one opening.
2. Attract a mob to the direction where it can't reach you if you imagine it would go straight towards you. Observe that it won't be able to reach you.
3. Remove the water and do the same thing. Notice how the mob can reach you.
*The attachments for this issue/post can be to help
↑ Please help me to make these steps more informative and understandableHave a good day!
Pathfinding problems with water:
• Mobs rather approaches its target by swimming(even if the target is unreachable that way), than to take the faster and achievable route. (This behaviour doesn't apply when the water is replaced with lava.)Steps to reproduce:*
1. Place water where a mob can take itself in and out of through only one opening.
2. Attract a mob to the direction where it can't reach you if you imagine it would go straight towards you. Observe that it won't be able to reach you.
3. Remove the water and do the same thing. Notice how the mob can reach you.
*The attachments for this issue/post can be to help
↑ Please help me to make these steps more informative and understandableHave a good day!
Pathfinding problems with water:
• Mobs rather approaches its target by swimming(even if the target is unreachable that way), than to take the faster and achievable route. (This behaviour doesn't apply when the water is replaced with lava.)Steps to reproduce:*
1. Place water where a mob can take itself in and out of through only one opening.
2. Attract a mob to the direction where it can't reach you if you imagine it would go straight towards you. Observe that it won't be able to reach you.
3. Remove the water and do the same thing. Notice how the mob can reach you.
*The attachments for this issue/post can be to help
↑ Please help me to make these steps more informative and understandableHave a good day!
Pathfinding problems with water:
• Mobs rather approaches its target by swimming(even if the target is unreachable that way), than to take the faster and achievable route. (This behaviour doesn't apply when the water is replaced with lava.)Steps to reproduce:*
1. Place water where a mob can take itself in and out of through only one opening.
2. Attract a mob to the direction where it can't reach you if you imagine it would go straight towards you. Observe that it won't be able to reach you.
3. Remove the water and do the same thing. Notice how the mob can reach you.*The attachmentsfor this issue/post can be to help
↑ Please help me to make these steps more informative and understandableHave a good day!
Pathfinding problems with water:
• Mobs rather approaches its target by swimming(even if the target is unreachable that way), than to take the faster and achievable route. (This behaviour doesn't apply when the water is replaced with lava.)Steps to reproduce:*
1. Place water where a mob can take itself in and out of through only one opening.
2. Attract a mob to the direction where it can't reach you if you imagine it would go straight towards you. Observe that it won't be able to reach you.
3. Remove the water and do the same thing. Notice how the mob can reach you.
*The [^attachment.ext] for this issue/post can be to help
↑ Please help me to make these steps more informative and understandableHave a good day!
Pathfinding problems with water:
• Mobs rather approaches its target by swimming(even if the target is unreachable that way), than to take the faster and achievable route. (This behaviour doesn't apply when the water is replaced with lava.)Steps to reproduce:*
1. Place water where a mob can take itself in and out of through only one opening.
2. Attract a mob to the direction where it can't reach you if you imagine it would go straight towards you. Observe that it won't be able to reach you.
3. Remove the water and do the same thing. Notice how the mob can reach you.
*The[^attachment.ext]for this issue/post can be to help
↑ Please help me to make these steps more informative and understandableHave a good day!
Pathfinding problems with water:
• Mobs rather approaches its target by swimming(even if the target is unreachable that way), than to take the faster and achievable route. (This behaviour doesn't apply when the water is replaced with lava.)Steps to reproduce:*
1. Place water where a mob can take itself in and out of through only one opening.
2. Attract a mob to the direction where it can't reach you if you imagine it would go straight towards you. Observe that it won't be able to reach you.
3. Remove the water and do the same thing. Notice how the mob can reach you.
*The anchor
[^attachment.ext] for this issue/post can be to help
↑ Please help me to make these steps more informative and understandableHave a good day!
Pathfinding problems with water:
• Mobs rather approaches its target by swimming(even if the target is unreachable that way), than to take the faster and achievable route. (This behaviour doesn't apply when the water is replaced with lava.)Steps to reproduce:*
1. Place water where a mob can take itself in and out of through only one opening.
2. Attract a mob to the direction where it can't reach you if you imagine it would go straight towards you. Observe that it won't be able to reach you.
3. Remove the water and do the same thing. Notice how the mob can reach you.
*The anchor
[^attachment.ext] for this issue/post can be to help
↑ Please help me to make these steps more informative and understandableHave a good day!
Pathfinding problems with water:
• Mobs rather approaches its target by swimming(even if the target is unreachable that way), than to take the faster and achievable route. (This behaviour doesn't apply when the water is replaced with lava.)Steps to reproduce:*
1. Place water where a mob can take itself in and out of through only one opening.
2. Attract a mob to the direction where it can't reach you if you imagine it would go straight towards you. Observe that it won't be able to reach you.
3. Remove the water and do the same thing. Notice how the mob can reach you.
*The attachments for this issue/post can be to help
↑ Please help me to make these steps more informative and understandableHave a good day!
Pathfinding problems with water:
• Mobs rather approaches its target by swimming(even if the target is unreachable that way), than to take the faster and achievable route. (This behaviour doesn't apply when the water is replaced with lava.)Steps to reproduce:*
1. Place water where a mob can take itself in and out of through only one opening.
2. Attract a mob to the direction where it can't reach you if you imagine it would go straight towards you. Observe that it won't be able to reach you.
3. Remove the water and do the same thing. Notice how the mob can reach you.
*The attachments for this issue/post can be to help
↑ Please help me to make these steps more informative and understandableHave a good day!
Pathfinding problems with water:
• Mobs rather approaches its target by swimming(even if the target is unreachable that way), than to take the faster and achievable route. (This behaviour doesn't apply when the water is replaced with lava.)Steps to reproduce:*
1. Place water where a mob can take itself in and out of through only one opening.
2. Attract a mob to the direction where it can't reach you if you imagine it would go straight towards you. Observe that it won't be able to reach you.
3. Remove the water and do the same thing. Notice how the mob can reach you.
*The attachments for this issue/post can be to help
↑ Please help me to make these steps more informative and understandableHave a good day!
Pathfinding problems with water:
• Mobs rather approaches its target by swimming(even if the target is unreachable that way), than to take the faster and achievable route. (This behaviour doesn't apply when the water is replaced with lava.)Steps to reproduce:*
1. Place water where a mob can take itself in and out of through only one opening.
2. Attract a mob to the direction where it can't reach you if you imagine it would go straight towards you. Observe that it won't be able to reach you.
3. Remove the water and do the same thing. Notice how the mob can reach you.*The attachmentsfor this issue/post can be to help
↑ Please help me to make these steps more informative and understandableHave a good day!
Pathfinding problems with water:
• Mobs rather approaches its target by swimming(even if the target is unreachable that way), than to take the faster and achievable route. (This behaviour doesn't apply when the water is replaced with lava.)Steps to reproduce:*
1. Place water where a mob can take itself in and out of through only one opening.
2. Attract a mob to the direction where it can't reach you if you imagine it would go straight towards you. Observe that it won't be able to reach you.
3. Remove the water and do the same thing. Notice how the mob can reach you.
*The attachments
[^Pathfind no water.gif] for this issue/post can be to help
↑ Please help me to make these steps more informative and understandableHave a good day!
Pathfinding problems with water:
• Mobs rather approaches its target by swimming(even if the target is unreachable that way), than to take the faster and achievable route. (This behaviour doesn't apply when the water is replaced with lava.)Steps to reproduce:*
1. Place water where a mob can take itself in and out of through only one opening.
2. Attract a mob to the direction where it can't reach you if you imagine it would go straight towards you. Observe that it won't be able to reach you.
3. Remove the water and do the same thing. Notice how the mob can reach you.
*The attachments
[^Pathfind no water.gif] for this issue/post can be to help
↑ Please help me to make these steps more informative and understandableHave a good day!
Pathfinding problems with water:
• Mobs rather approaches its target by swimming(even if the target is unreachable that way), than to take the faster and achievable route. (This behaviour doesn't apply when the water is replaced with lava.)Steps to reproduce:*
1. Place water where a mob can take itself in and out of through only one opening.
2. Attract a mob to the direction where it can't reach you if you imagine it would go straight towards you. Observe that it won't be able to reach you.
3. Remove the water and do the same thing. Notice how the mob can reach you.
*The attachments for this issue/post can be to help
↑ Please help me to make these steps more informative and understandableHave a good day!
Pathfinding problems with water:
• Mobs rather approaches its target by swimming(even if the target is unreachable that way), than to take the faster and achievable route. (This behaviour doesn't apply when the water is replaced with lava.)Steps to reproduce:*
1. Place water where a mob can take itself in and out of through only one opening.
2. Attract a mob to the direction where it can't reach you if you imagine it would go straight towards you. Observe that it won't be able to reach you.
3. Remove the water and do the same thing. Notice how the mob can reach you.
*The attachments for this issue/post can be to help
↑ Please help me to make these steps more informative and understandableHave a good day!
Pathfinding problems with water:
• Mobs rather approaches its target by swimming(even if the target is unreachable that way), than to take the faster and achievable route. (This behaviour doesn't apply when the water is replaced with lava.)Steps to reproduce
:*
1. Place water where a mob can take itself in and out of through only one opening.
2. Attract a mob to the direction where it can't reach you if you imagine it would go straight towards you. Observe that it won't be able to reach you.
3. Remove the water and do the same thing. Notice how the mob can reach you.
*The attachments for this issue/post can be to help
↑ Please help me to make these steps more informative and understandableHave a good day!
Pathfinding problems with water:
• Mobs rather approaches its target by swimming(even if the target is unreachable that way), than to take the faster and achievable route. (This behaviour doesn't apply when the water is replaced with lava.)Steps to reproduce:*
1. Place water where a mob can take itself in and out of through only one opening.
2. Attract a mob to the direction where it can't reach you if you imagine it would go straight towards you. Observe that it won't be able to reach you.
3. Remove the water and do the same thing. Notice how the mob can reach you.
*The attachments for this issue/post can be to help
↑ Please help me to make these steps more informative and understandableHave a good day!
Pathfinding problems with water:
• Mobs rather approaches its target by swimming(even if the target is unreachable that way), than to take the faster and achievable route. (This behaviour doesn't apply when the water is replaced with lava.)Steps to reproduce:*
1.Place waterwhere a mob can take itself in and out of through only one opening.
2. Attract a mob to the direction where it can't reach you if you imagine it would go straight towards you. Observe that it won't be able to reach you.
3. Remove the water and do the same thing. Notice how the mob can reach you.
*The attachments for this issue/post can be to help
↑ Please help me to make these steps more informative and understandableHave a good day!
Pathfinding problems with water:
• Mobs rather approaches its target by swimming(even if the target is unreachable that way), than to take the faster and achievable route. (This behaviour doesn't apply when the water is replaced with lava.)Steps to reproduce:*
1. Make a pool of water inside walls where a mob can take itself in to the pool and out of it through only one opening in the wall.
2. Attract a mob to the direction where it can't reach you if you imagine it would go straight towards you. Observe that it won't be able to reach you.
3. Remove the water and do the same thing. Notice how the mob can reach you.
*The attachments for this issue/post can be to help
↑ Please help me to make these steps more informative and understandableHave a good day!
Pathfinding problems with water:
• Mobs rather approaches its target by swimming(even if the target is unreachable that way), than to take the faster and achievable route. (This behaviour doesn't apply when the water is replaced with lava.)Steps to reproduce:*
1.Makea pool of water inside walls where a mob can take itself into the pool and out of it through only one opening in the wall.
2.Attracta mob to thedirection where it can't reach you if you imagine it would go straight towards you. Observe that it won't be able to reach you.
3. Remove the water and do the same thing. Notice how the mob can reachyou.
*The attachments for this issue/post can be to help
↑ Please help me to make these steps more informative and understandableHave a good day!
Pathfinding problems with water:
• Mobs rather approaches its target by swimming(even if the target is unreachable that way), than to take the faster and achievable route. (This behaviour doesn't apply when the water is replaced with lava.)Steps to reproduce:*
1. Build a pool of water inside walls where a mob can take itself into the pool and out of it through only one opening in the wall. Build it so a mob can reach you if it won't go into the pool.
2. Lure a mob into the pool from the opposite side of the opening of the wall(don't be in the pool yourself). It won't be able to reach you because it jumps down the pool.
3. Remove the water and do the same thing. Notice how the mob chooses the reachable path to get to you.
*The attachments for this issue/post can be to help
↑ Please help me to make these steps more informative and understandableHave a good day!
Pathfinding problems with water:
• Mobs rather approaches its target by swimming(even if the target is unreachable that way), than to take the faster and achievable route. (This behaviour doesn't apply when the water is replaced with lava.)Steps to reproduce:*
1. Build a pool of waterinside walls wherea mob can take itself into the pool and out of it throughonly one openinginthe wall. Build it so a mob can reach you if it won't gointothe pool.
2.Lure a mob into the pool from the opposite side of the opening of the wall(don't be in the pool yourself).It won't be able to reach you because it jumps down the pool.
3. Remove the water and do the same thing. Notice how the mob chooses the reachable path toget toyou.
*The attachments for this issue/postcan be to help
↑ Please help me to make these steps more informative and understandableHave a good day!
Pathfinding problems with water:
• Mobs rather approaches its target by swimming(even if the target is unreachable that way), than to take the faster and achievable route. (This behaviour doesn't apply when the water is replaced with lava.)Steps to reproduce:*
1. Build a pool of water. Build walls around it. Make a hole in the wall so a mob can take itself into the pool and out of it through that hole. The mob should be unable to reach you if it tries to swim through the pool, and it should be able to reach you by not swimming in the pool.
2. Try to lure the mob into the pool, but don't be in the pool yourself.
3. Remove the water and do the same thing. Notice how the mob chooses the reachable path to you.
*The attachments for this issue/post probably clarifies these steps
↑ Please help me to make these steps more informative and understandableHave a good day!
Pathfinding problems with water:
• Mobs rather approaches its target by swimming(even if the target is unreachable that way), than to take the faster and achievable route. (This behaviour doesn't apply when the water is replaced with lava.)Steps to reproduce:*
1. Build a pool of water. Build walls around it. Make a hole in the wall so a mob can take itself into the pool and out of it through that hole. The mob should be unable to reach you if it tries to swim through the pool, and it should be able to reach you by not swimming in the pool.
2. Try to lure the mob into the pool, but don't be in the pool yourself.
3. Remove the water and do the same thing. Notice how the mob chooses the reachable pathto you.
*The attachments for this issue/post probably clarifies these steps
↑ Please help me to make these steps more informative and understandableHave a good day!
Pathfinding problems with water:
• Mobs rather approaches its target by swimming(even if the target is unreachable that way), than to take the faster and achievable route. (This behaviour doesn't apply when the water is replaced with lava.)Steps to reproduce:*
1. Build a pool of water. Build walls around it. Make a hole in the wall so a mob can take itself into the pool and out of it through that hole. The mob should be unable to reach you if it tries to swim through the pool, and it should be able to reach you by not swimming in the pool.
2. Try to lure the mob into the pool, but don't be in the pool yourself. You'll see it'll try to swim to you.
3. Remove the water and do the same thing. Notice how the mob chooses the reachable path instead of swimming.
*The attachments for this issue/post probably clarifies these steps
↑ Please help me to make these steps more informative and understandableHave a good day!
Pathfinding problems with water:
•Mobsrather approaches its target by swimming(even if the target is unreachable that way), than to take the faster and achievable route. (This behaviour doesn't apply when the water is replaced with lava.)Steps to reproduce:*
1. Build a pool of water. Build walls around it. Make a hole in the wall so a mob can take itself into the pool and out of it through that hole. The mob should be unable to reach you if it tries to swim through the pool, and it should be able to reach you by not swimming in the pool.
2. Try to lure the mob into the pool, but don't be in the pool yourself. You'll see it'll try to swim to you.
3. Remove the water and do the same thing. Notice how the mob chooses the reachable path instead of swimming.
*The attachments for this issue/post probably clarifies these steps↑Please help me to make these stepsmore informative and understandableHave a good day!
Pathfinding problems with water:
• A mob rather approaches its target by swimming, than to take the faster route.
• Mobs try to get to reach its targets in impossible ways when water is involved, even if there is a possible route to get to the player. Example situation: A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A mob wants to get to the player from outside the platform. A Zombie spawns on an island near the platform and sees the player. The Zombie ignores the stairs and swims directly towards the player. For another example, look at the attachments.Steps to reproduce:*
1. Build a pool of water. Build one block high walls around it. Make a hole in the wall so a mob can take itself into the pool and out of it through that hole. The mob should be unable to reach you if it tries to swim through the pool, and it should be able to reach you by not swimming in the pool.
2. Try to lure the mob into the pool, but don't be in the pool yourself. You'll see it'll try to swim to you.
3. Remove the water and do the same thing. Notice how the mob chooses the reachable path instead of swimming.
*The attachments probably clarifies these steps↑ Mods, feel free to make anything above more informative and understandable.
Have a good day!
Pathfinding problems with water:
• A mob rather approaches its target by swimming, than to take the faster route.
• Mobs try to get to reach its targets in impossible ways when water is involved, even if there is a possible route to get to the player.Example situation:A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A mob wants to get to the player from outside the platform. A Zombie spawns on an island near the platform and sees the player. The Zombie ignores the stairs and swims directly towards the player.For another example, look at the attachments.Steps to reproduce:*
1. Build a pool of water. Build one block high walls around it. Make a hole in the wall so a mob can take itself into the pool and out of it through that hole. The mob should be unable to reach you if it tries to swim through the pool, and it should be able to reach you by not swimming in the pool.
2. Try to lure the mob into the pool, but don't be in the pool yourself. You'll see it'll try to swim to you.
3. Remove the water and do the same thing. Notice how the mob chooses the reachable path instead of swimming.
*The attachments probably clarifies these steps↑ Mods, feel free to make anything above more informative and understandable.
Have a good day!
Pathfinding problems with water:
• A mob rather approaches its target by swimming, than to take the faster route.
• Mobs try to get to reach its targets in impossible ways when water is involved, even if there is a possible route to get to the player.
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A mob wants to get to the player from outside the platform. A Zombie spawns on an island near the platform and sees the player. The Zombie ignores the stairs and swims directly towards the player.
For another example, look at the attachments.Steps to reproduce:*
1. Build a pool of water. Build one block high walls around it. Make a hole in the wall so a mob can take itself into the pool and out of it through that hole. The mob should be unable to reach you if it tries to swim through the pool, and it should be able to reach you by not swimming in the pool.
2. Try to lure the mob into the pool, but don't be in the pool yourself. You'll see it'll try to swim to you.
3. Remove the water and do the same thing. Notice how the mob chooses the reachable path instead of swimming.
*The attachments probably clarifies these steps↑ Mods, feel free to make anything above more informative and understandable.
Have a good day!
Pathfinding problems with water:
• A mob rather approaches its target by swimming, than to take the faster route.
• Mobs try to get to reach its targets in impossible ways when water is involved, even if there is a possible route to get to the player.
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up.A mob wants to get to the player from outside the platform.A Zombie spawns on an island near the platform and sees the player. The Zombieignores the stairs andswims directly towards the player.
For another example, look at the attachments.Steps to reproduce:*
1. Build a pool of water. Build one block high walls around it. Make a hole in the wall so a mob can take itself into the pool and out of it through that hole. The mob should be unable to reach you if it tries to swim through the pool, and it should be able to reach you by not swimming in the pool.
2. Try to lure the mob into the pool, but don't be in the pool yourself. You'll see it'll try to swim to you.
3. Remove the water and do the same thing. Notice how the mob chooses the reachable path instead of swimming.
*The attachments probably clarifies these steps↑ Mods, feel free to make anything above more informative and understandable.
Have a good day!
Pathfinding problems with water:
• A mob rather approaches its target by swimming, than to take the faster route.
• Mobs try to get to reach its targets in impossible ways when water is involved, even if there is a possible route to get to the player.
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A Zombie spawns on an island near the platform and sees the player. The Zombie swims directly towards the player and ignores the stairs.
For another example, look at the attachments.Steps to reproduce:*
1. Build a pool of water. Build one block high walls around it. Make a hole in the wall so a mob can take itself into the pool and out of it through that hole. The mob should be unable to reach you if it tries to swim through the pool, and it should be able to reach you by not swimming in the pool.
2. Try to lure the mob into the pool, but don't be in the pool yourself. You'll see it'll try to swim to you.
3. Remove the water and do the same thing. Notice how the mob chooses the reachable path instead of swimming.
*The attachments probably clarifies these steps↑ Mods, feel free to make anything above more informative and understandable.
Have a good day!
Pathfinding problems with water:
• A mob rather approaches its target by swimming, than to take the faster route.
• Mobs try toget toreach its targets in impossible ways when water is involved, even if there is a possible route to get to the player.
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. AZombie spawns on an island near the platform and sees the player. TheZombie swims directly towards the player and ignores the stairs.
For another example, look at the attachments.Steps to reproduce:*
1. Build a pool of water. Build one block high walls around it. Make a hole in the wall so a mob can take itself into the pool and out of it through that hole. The mob should be unable to reach you if it tries to swim through the pool, and it should be able to reach you by not swimming in the pool.
2. Try to lure the mob into the pool, but don't be in the pool yourself. You'll see it'll try to swim to you.
3. Remove the water and do the same thing. Notice how the mob chooses the reachable path instead of swimming.
*The attachments probably clarifies these steps↑ Mods, feel free to make anything above more informative and understandable.
Have a good day!
Pathfinding problems with water:
• A mob rather approaches its target by swimming, than to take the faster route.
• Mobs try to reach its targets in impossible ways when water is involved, even if there is a possible route to get to the player.
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
For another example, look at the attachments.Steps to reproduce:*
1. Build a pool of water. Build one block high walls around it. Make a hole in the wall so a mob can take itself into the pool and out of it through that hole. The mob should be unable to reach you if it tries to swim through the pool, and it should be able to reach you by not swimming in the pool.
2. Try to lure the mob into the pool, but don't be in the pool yourself. You'll see it'll try to swim to you.
3. Remove the water and do the same thing. Notice how the mob chooses the reachable path instead of swimming.
*The attachments probably clarifies these steps. I will also update these steps soon.↑ Mods, feel free to make anything above more informative and understandable.
Have a good day!
Pathfinding problems with water:
• A mob rather approaches its target by swimming, than to take the faster route.
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
For another example, look at the attachments.Steps to reproduce:*
1. Build a pool of water. Build one block high walls around it. Make a hole in the wall so a mob can take itself into the pool and out of it through that hole. The mob should be unable to reach you if it tries to swim through the pool, and it should be able to reach you by not swimming in the pool.
2. Try to lure the mob into the pool, but don't be in the pool yourself. You'll see it'll try to swim to you.
3. Remove the water and do the same thing. Notice how the mob chooses the reachable path instead of swimming.
*The attachments probably clarifies these steps. I will also update these steps soon.↑ Mods, feel free to make anything above more informative and understandable.
Have a good day!
Pathfinding problems with water:
• A mob rather approaches its target by swimming, than to take the faster route.
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
For another example, look at the attachments.Steps to reproduce:*
1. Build a pool of water. Build one block high walls around it. Make a hole in the wall so a mob can take itself into the pool and out of it through that hole. The mob should be unable to reach you if it tries to swim through the pool, and it should be able to reach you by not swimming in the pool.
2.Try to lure themob intothepool, but don't be in the pool yourself. You'll see it'll try to swim to you.
3. Remove the water and do the same thing. Notice how the mob chooses the reachable path instead of swimming.
*The attachments probably clarifies these steps. I will also update these steps soon.↑ Mods, feel free to make anything above more informative and understandable.
Have a good day!
Pathfinding problems with water:
• A mob rather approaches its target by swimming, than to take the faster route.
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
For another example, look at the attachments.Steps to reproduce:*
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water and attract it while standing on the platform.
3. Try to lure the
4. Remove the water and do the same thing. Notice how the mob chooses the reachable path instead of swimming.
*The attachments probably clarifies these steps. I will also update these steps soon.↑ Mods, feel free to make anything above more informative and understandable.
Have a good day!
Pathfinding problems with water:
• A mob rather approaches its target by swimming, than to take the faster route.
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
For another example, look at the attachments.Steps to reproduce:*
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water and attract it while standing on the platform.
3. Try to lure the
4. Remove the water and do the same thing. Notice how the mob chooses the reachable path instead of swimming.
*The attachments probably clarifies these steps. I will also update these steps soon.↑ Mods, feel free to make anything above more informative and understandable.
Have a good day!
Pathfinding problems with water:
• A mob rather approaches its target by swimming, than to take the faster route.
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
For another example, look at the attachments.Steps to reproduce:*
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water and attract it while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.
*The attachments probably clarifies these steps. I will also update these steps soon.↑ Mods, feel free to make anything above more informative and understandable.
Have a good day!
Pathfinding problems with water:
• A mob rather approaches its target by swimming, than to take the faster route.
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
For another example, look at the attachments.Steps to reproduce:*
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water and attract it while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.
*The attachments probably clarifies these steps. I will also update these steps soon.↑ Mods, feel free to make anything above more informative and understandable.
Have a good day!
Pathfinding problems with water:
• A mob rather approaches its target by swimming, than to take the faster route.
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
For another example, look at the attachments.Steps to reproduce:*
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water and attract it while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.*The attachments probably clarifies these steps.
↑ Mods, feel free to make anything above more informative and understandable.
Have a good day!
Pathfinding problems with water:
• A mob rather approaches its target by swimming, than to take the faster route.
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
For another example, look at the attachments.Steps to reproduce:*
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water and attract it while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.*The attachments
probably clarifies these steps.↑ Mods, feel free to make anything above more informative and understandable.
Have a good day!
Pathfinding problems with water:
• A mob rather approaches its target by swimming, than to take the faster route.
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
For another example, look at the attachments.Steps to reproduce:*
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water and attract it while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.*The attachments show another way of reproducing.
↑ Mods, feel free to make anything above more informative and understandable.
Have a good day!
Pathfinding problems with water:
• A mob rather approaches its target by swimming, than to take the faster route.
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
For another example, look at the attachments.Steps to reproduce:*
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water and attract it while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.*The attachments show another way of reproducing. The
↑ Mods, feel free to make anything above more informative and understandable.
Have a good day!
Pathfinding problems with water:
• A mob rather approaches its target by swimming, than to take the faster route.
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
For another example, look at the attachments.Steps to reproduce:*
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2.Spawn a mob in the water and attract itwhile standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.*The attachments show another way of reproducing. The
↑ Mods, feel free to make anything above more informative and understandable.
Have a good day!
Pathfinding problems with water:
• A mob rather approaches its target by swimming, than to take the faster route.
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
For another example, look at the attachments.Steps to reproduce:*
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water.
3. Attract the mob while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.*The attachments show another way of reproducing. The
↑ Mods, feel free to make anything above more informative and understandable.
Have a good day!
Pathfinding problems with water:
• A mob rather approaches its target by swimming, than to take the faster route.
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
For another example, look at the attachments.Steps to reproduce:*
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water.
3. Attract the mob while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.*The attachments show another way of reproducing.
The↑ Mods, feel free to make anything above more informative and understandable.
Have a good day!
Pathfinding problems with water:
• A mob rather approaches its target by swimming, than to take the faster route.
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
For another example, look at the attachments.Steps to reproduce:*
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water.
3. Attract the mob while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.*The attachments show another way of reproducing. Additionally, when replacing the water with lava, the mob's behavior isn't the same.
↑ Mods, feel free to make anything above more informative and understandable.
Have a good day!
Pathfinding problems with water:
• A mob rather approaches its target by swimming, than to take the faster route.
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
For another example, look at the attachments.Steps to reproduce:*
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water.
3. Attract the mob while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.*The attachments show another way of reproducing. Additionally, when replacing the water with lava, the mob's behavior isn't the same.
↑ Mods, feel free to make anything above more informative and understandable.
Have a good day!
Pathfinding problems with water:
• A mob rather approaches its target by swimming, than to take the faster route.
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
For another example, look at the attachments.Steps to reproduce:*
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water.
3. Attract the mob while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.*The attachments show another way of reproducing. Additionally, when replacing the water with lava, the mob's behavior
isn't the same.Have a good day!
Pathfinding problems with water:
• A mob rather approaches its target by swimming, than to take the faster route.
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
For another example, look at the attachments.Steps to reproduce:*
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water.
3. Attract the mob while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.*The attachments show another way of reproducing. Additionally, when replacing the water with lava, the mob's behavior changes.
Have a good day!
Pathfinding problems with water:
• A mob rather approaches its target by swimming, than to take the faster route.
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
For another example, look at the attachments.Steps to reproduce:*
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water.
3. Attract the mob while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.*The attachments show another way of reproducing. Additionally, when replacing the water with lava, the mob's behavior changes.
Have a good day!
Pathfinding problems with water:
• A mob rather approaches its target by swimming, than to take the faster route.
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
Note for example: The mentioned behavior of the mob only occurs when the platform is ONE block above the water.
For another example, look at the attachments.Steps to reproduce:*
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water.
3. Attract the mob while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.*The attachments show another way of reproducing. Additionally, when replacing the water with lava in the example of the attachsments, the mob's behavior changes.
Have a good day!
Pathfinding problems with water:
• A mob rather approaches its target by swimming, than to take the faster route.
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
Note for example: The mentioned behavior of the mob only occurs when the platform is ONE block above the water.
For another example, look at the attachments.Steps to reproduce:*
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water.
3. Attract the mob while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.*The attachments show another way of reproducing. Additionally, when replacing the water with lava in the example of the attach
sments, the mob's behavior changes.Have a good day!
Pathfinding problems with water:
• A mob rather approaches its target by swimming, than to take the faster route.
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
Note for example: The mentioned behavior of the mob only occurs when the platform is ONE block abovethewater.
For another example, look at the attachments.Steps to reproduce:*
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water.
3. Attract the mob while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.*The attachments show another way of reproducing. Additionally, when replacing the water with lava in the example of the attachments, the mob's behavior changes.
Have a good day!
Pathfinding problems with water:
• A mob rather approaches its target by swimming, than to take the faster route.
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
Note for example: The mentioned behavior of the mob only occurs when the platform is ONE block above water.
For another example, look at the attachments.Steps to reproduce:*
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water.
3. Attract the mob while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.*The attachments show another way of reproducing. Additionally, when replacing the water with lava in the example of the attachments, the mob's behavior changes.
Have a good day!
Pathfinding problems with water in 15w40a & 15w40b:
• Mobs won't swim to you if you're on a platform surrounded by water. (See "2" in attachments)FIXED IN 15w40a:
Pathfinding problems with water:
• A mob rather approaches its target by swimming, than to take the faster route.
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
Note for example: The mentioned behavior of the mob only occurs when the platform is ONE block above water.
For another example, look at the attachments "1".Steps to reproduce:*
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water.
3. Attract the mob while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.*The attachments show another way of reproducing. Additionally, when replacing the water with lava in the example of the attachments, the mob's behavior changes.
Have a good day!
Pathfinding problems with water in 15w40a & 15w40b:
• Mobs won't swim to you if you're on a platform surrounded by water. (See "2" in attachments)FIXED
IN15w40a:
Pathfinding problems with water:
• A mob rather approaches its target by swimming, than to take the faster route.
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
Note for example: The mentioned behavior of the mob only occurs when the platform is ONE block above water.
For another example, look at the attachments "1".Steps to reproduce:*
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water.
3. Attract the mob while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.*The attachments show another way of reproducing. Additionally, when replacing the water with lava in the example of the attachments, the mob's behavior changes.
Have a good day!
Pathfinding problems with water in 15w40a & 15w40b:
• Mobs won't swim to you if you're on a platform surrounded by water. (See "2" in attachments)FIXED WITH 15w40a:
Pathfinding problems with water:
• A mob rather approaches its target by swimming, than to take the faster route.
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
Note for example: The mentioned behavior of the mob only occurs when the platform is ONE block above water.
For another example, look at the attachments "1".Steps to reproduce:*
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water.
3. Attract the mob while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.*The attachments show another way of reproducing. Additionally, when replacing the water with lava in the example of the attachments, the mob's behavior changes.
Have a good day!
Pathfinding problems with water in 15w40a& 15w40b:
• Mobs won't swim to you if you're on a platform surrounded by water. (See "2" in attachments)FIXED
WITH15w40a:
Pathfinding problems with water:
• A mob rather approaches its target by swimming, than to take the faster route.
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
Note for example: The mentioned behavior of the mob only occurs when the platform is ONE block above water.
For another example, look at the attachments "1".Steps to reproduce:*
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water.
3. Attract the mob while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.*The attachments show another way of reproducing. Additionally, when replacing the water with lava in the example of the attachments, the mob's behavior changes.
Have a good day!
New pathfinding problems with water added in 15w40a:
• Mobs won't swim to you if you're on a platform surrounded by water. (See "2" in attachments)FIXED IN 15w40a:
Pathfinding problems with water:
• A mob rather approaches its target by swimming, than to take the faster route.
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
Note for example: The mentioned behavior of the mob only occurs when the platform is ONE block above water.
For another example, look at the attachments "1".Steps to reproduce:*
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water.
3. Attract the mob while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.*The attachments show another way of reproducing. Additionally, when replacing the water with lava in the example of the attachments, the mob's behavior changes.
Have a good day!
New pathfinding problems with water added in 15w40a:
• Mobswon't swim to you if you'reon a platform surrounded by water. (See "2" in attachments)FIXED IN 15w40a:
Pathfinding problems with water:
• A mob rather approaches its target by swimming, than to take the faster route.
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
Note for example: The mentioned behavior of the mob only occurs when the platform is ONE block above water.
For another example, look at the attachments "1".Steps to reproduce:*
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water.
3. Attract the mob while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.*The attachments show another way of reproducing. Additionally, when replacing the water with lava in the example of the attachments, the mob's behavior changes.
Have a good day!
New pathfinding problems with water added in 15w40a:
• Mobs that you attract won't swim to reach you when you are standing on a platform surrounded by water. (See "2" in attachments)FIXED IN 15w40a:
Pathfinding problems with water:
• A mob rather approaches its target by swimming, than to take the faster route.
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
Note for example: The mentioned behavior of the mob only occurs when the platform is ONE block above water.
For another example, look at the attachments "1".Steps to reproduce:*
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water.
3. Attract the mob while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.*The attachments show another way of reproducing. Additionally, when replacing the water with lava in the example of the attachments, the mob's behavior changes.
Have a good day!
New pathfinding problems with water added in 15w40a:
• Mobs that you attract won't swim to reach you when you are standing on a platform surrounded by water. (See "2" in attachments)EVERYTHING BELOW FIXED IN 15w40a:
Pathfinding problems with water:
• A mob rather approaches its target by swimming, than to take the faster route.
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
Note for example: The mentioned behavior of the mob only occurs when the platform is ONE block above water.
For another example, look at the attachments "1".Steps to reproduce:*
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water.
3. Attract the mob while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.*The attachments show another way of reproducing. Additionally, when replacing the water with lava in the example of the attachments, the mob's behavior changes.
Have a good day!
New pathfinding problems
with wateradded in 15w40a:
• Mobs that you attract won't swim to reach you when you are standing on a platform surrounded by water. (See "2" in attachments)EVERYTHING BELOW FIXED IN 15w40a:
Pathfinding problemswith water:
• A mob rather approaches its target by swimming, than to take the faster route.
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
Note for example: The mentioned behavior of the mob only occurs when the platform is ONE block above water.
For another example, look at the attachments "1".Steps to reproduce:*
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water.
3. Attract the mob while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.*The attachments show another way of reproducing. Additionally, when replacing the water with lava in the example of the attachments, the mob's behavior changes.
Have a good day!
New water pathfinding problems added in 15w40a:
• Mobs that you attract won't swim to reach you when you are standing on a platform surrounded by water. (See "2" in attachments)EVERYTHING BELOW FIXED IN 15w40a:
Water pathfinding problems:
• A mob rather approaches its target by swimming, than to take the faster route.
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
Note for example: The mentioned behavior of the mob only occurs when the platform is ONE block above water.
For another example, look at the attachments "1".Steps to reproduce:*
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water.
3. Attract the mob while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.*The attachments show another way of reproducing. Additionally, when replacing the water with lava in the example of the attachments, the mob's behavior changes.
Have a good day!
New water pathfinding problems added in 15w40a:
• Mobs that you attract won't swim to reach you when youare standing on a platform surrounded by water. (See "2" in attachments)EVERYTHING BELOW FIXED IN 15w40a:
Water pathfinding problems:
• A mob rather approaches its target by swimming, than to take the faster route.
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
Note for example: The mentioned behavior of the mob only occurs when the platform is ONE block above water.
For another example, look at the attachments "1".Steps to reproduce:*
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water.
3. Attract the mob while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.*The attachments show another way of reproducing. Additionally, when replacing the water with lava in the example of the attachments, the mob's behavior changes.
Have a good day!
New water pathfinding problems added in 15w40a:
• Mobs that you attract won't swim to reach you when you're standing on a platform surrounded by water. (See "2" in attachments)EVERYTHING BELOW FIXED IN 15w40a:
Water pathfinding problems:
• A mob rather approaches its target by swimming, than to take the faster route.
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
Note for example: The mentioned behavior of the mob only occurs when the platform is ONE block above water.
For another example, look at the attachments "1".Steps to reproduce:*
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water.
3. Attract the mob while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.*The attachments show another way of reproducing. Additionally, when replacing the water with lava in the example of the attachments, the mob's behavior changes.
Have a good day!
New water pathfinding problems added in 15w40a:
• Mobs that you attract won't swim to reach you when you're standing on a platform surrounded by water. (See "2" in attachments)EVERYTHING BELOW FIXED IN 15w40a:
Water pathfinding problems:
•A mob rather approachesits targetby swimming, than to take the faster route.
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
Note for example: The mentioned behavior of the mob only occurs when the platform is ONE block above water.
For another example, look at the attachments "1".Steps to reproduce:*
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water.
3. Attract the mob while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.*The attachments show another way of reproducing. Additionally, when replacing the water with lava in the example of the attachments, the mob's behavior changes.
Have a good day!
New water pathfinding problems added in 15w40a:
• Mobs that you attract won't swim to reach you when you're standing on a platform surrounded by water. (See "2" in attachments)
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
Note for example: The mentioned behavior of the mob only occurs when the platform is ONE block above water.
For another example, look at the attachments "1".Steps to reproduce:*
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water.
3. Attract the mob while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.
route.*The attachments show another way of reproducing. Additionally, when replacing the water with lava in the example of the attachments, the mob's behavior changes.
EVERYTHING BELOW FIXED IN 15w40a:
Water pathfinding problems:
• A mob rather approaches its target by swimming, than to take the fasterHave a good day!
New water pathfinding problems added in 15w40a:
• Mobs that you attract won't swim to reach you when you're standing on a platform surrounded by water. (See "2" in attachments)
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
Note for example: The mentioned behavior of the mob only occurs when the platform is ONE block above water.
For another example, look at the attachments "1".Steps to reproduce:*
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water.
3. Attract the mob while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.
route.*The attachments show another way of reproducing. Additionally, when replacing the water with lava in the example of the attachments, the mob's behavior changes.
EVERYTHING BELOW FIXED IN 15w40a:
Water pathfinding problems:
• A mob rather approaches its target by swimming, than to take the fasterHave a good day!
Water pathfinding problems added in 15w40a:
• Mobs that you attract won't swim to reach you when you're standing on a platform surrounded by water. (See "2" in attachments)
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
Note for example: The mentioned behavior of the mob only occurs when the platform is ONE block above water.
For another example, look at the attachments "1".Steps to reproduce:*
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water.
3. Attract the mob while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.
route.*The attachments show another way of reproducing. Additionally, when replacing the water with lava in the example of the attachments, the mob's behavior changes.
EVERYTHING BELOW FIXED IN 15w40a:
Water pathfinding problems:
• A mob rather approaches its target by swimming, than to take the fasterHave a good day!
Water pathfinding problems
addedin 15w40a:•Mobs that you attract won't swim to reach you when you're standing on a platform surrounded by water. (See "2" in attachments)
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
Note for example: The mentioned behavior of the mob only occurs when the platform is ONE block above water.
For another example, look at the attachments "1".Steps to reproduce:*
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water.
3. Attract the mob while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.
route.*The attachments show another way of reproducing. Additionally, when replacing the water with lava in the example of the attachments, the mob's behavior changes.
EVERYTHING BELOW FIXED IN 15w40a:
Water pathfinding problems:
• A mob rather approaches its target by swimming, than to take the fasterHave a good day!
Water pathfinding problems in 15w40a:
• NEW: Mobs that you attract won't swim to reach you when you're standing on a platform surrounded by water. (See "2" in attachments)
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
Note for example: The mentioned behavior of the mob only occurs when the platform is ONE block above water.
For another example, look at the attachments "1".Steps to reproduce:*
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water.
3. Attract the mob while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.
route.*The attachments show another way of reproducing. Additionally, when replacing the water with lava in the example of the attachments, the mob's behavior changes.
EVERYTHING BELOW FIXED IN 15w40a:
Water pathfinding problems:
• A mob rather approaches its target by swimming, than to take the fasterHave a good day!
Water pathfinding problems in 15w40a:
• NEW: Mobs that you attract won't swim to reach you when you're standing on a platform surrounded by water. (See "2" in attachments)
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
Note for example: The mentioned behavior of the mob only occurs when the platform is ONE block above water.
For another example, look at the attachments "1".Steps to reproduce:*
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water.
3. Attract the mob while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.
route.*The attachments show another way of reproducing. Additionally, when replacing the water with lava in the "1" example of the attachments, the mob's behavior changes.
EVERYTHING BELOW FIXED IN 15w40a:
Water pathfinding problems:
• A mob rather approaches its target by swimming, than to take the fasterHave a good day!
Water pathfinding problems in 15w40a:
• NEW: Mobs that you attract won't swim to reach you when you're standing on a platform surrounded by water. (See "2" in attachments)
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
Note for example: The mentioned behavior of the mob only occurs when the platform is ONE block above water.
For another example, look at the attachments "1".Steps to reproduce:*
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water.
3. Attract the mob while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.
route.*The attachments show another way of reproducing. Additionally, when replacing the water with lava in the
"1"example of the attachments, the mob's behavior changes.EVERYTHING BELOW FIXED IN 15w40a:
Water pathfinding problems:
• A mob rather approaches its target by swimming, than to take the fasterHave a good day!
Water pathfinding problems in 15w40a:
• NEW: Mobs that you attract won't swim to reach you when you're standing on a platform surrounded by water. (See "2" in attachments)
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
Note for example: The mentioned behavior of the mob only occurs when the platform is ONE block above water.
For another example, look at the attachments "1".Steps to reproduce:*
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water.
3. Attract the mob while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.
route.*The attachments show another way of reproducing. Additionally, when replacing the water with lava in the example "1" of the attachments, the mob's behavior changes.
EVERYTHING BELOW FIXED IN 15w40a:
Water pathfinding problems:
• A mob rather approaches its target by swimming, than to take the fasterHave a good day!
Water pathfinding problems in 15w40a:
• NEW: Mobs that you attract won't swim to reach you when you're standing on a platform surrounded by water. (See "2" in attachments)
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
Note for example: The mentioned behavior of the mob only occurs when the platform is ONE block above water.
For another example, look at the attachments "1".Steps to reproduce:*
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water.
3. Attract the mob while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.
route.*The attachments show another way of reproducing. Additionally, when replacing the water with lava in the example "1" of the attachments, the mob's behavior changes.
EVERYTHING BELOW FIXED IN 15w40a:
Water pathfinding problems:
• A mob rather approaches its target by swimming, than to take the fasterHave a good day!
Water pathfinding problems in 15w40a:
• NEW: Mobs that you attract won't swim to reach you when you're standing on a platform surrounded by water. (See "2" in attachments)
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
Note for example: The mentioned behavior of the mob only occurs when the platform is ONE block above water.
For another example, look at the attachments "1".Steps to reproduce:*
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water.
3. Attract the mob while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.
route.*The attachments show another way of reproducing. Additionally, when replacing the water with lava in the example "1" of the attachments, the mob's behavior changes.
EVERYTHING BELOW FIXED IN 15w40a:
• A mob rather approaches its target by swimming, than to take the faster route.Have a good day!
Water pathfinding problems in 15w40a:
• NEW: Mobs that you attract won't swim to reach you when you're standing on a platform surrounded by water. (See "2" in attachments) An exception is when there is just a one block gap with water between the platform you stand on and the mob.
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
Note for example: The mentioned behavior of the mob only occurs when the platform is ONE block above water.
For another example, look at the attachments "1".Steps to reproduce:*
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water.
3. Attract the mob while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.
route.*The attachments show another way of reproducing. Additionally, when replacing the water with lava in the example "1" of the attachments, the mob's behavior changes.
EVERYTHING BELOW FIXED IN 15w40a:
• A mob rather approaches its target by swimming, than to take the faster route.Have a good day!
Water pathfinding problems in 15w40a:
• NEW: Mobs that you attract won't swim to reach you when you're standing on a platform surrounded by water. (See "2" in attachments) An exception is when there is just a one block gap with water between the platform you stand on and the mob.
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.*
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
Note for example: The mentioned behavior of the mob only occurs when the platform is ONE block above water.
For another example, look at the attachments "1".
• Mobs following you*Steps to reproduce:**
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water.
3. Attract the mob while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.
route.**The attachments show another way of reproducing. Additionally, when replacing the water with lava in the example "1" of the attachments, the mob's behavior changes.
EVERYTHING BELOW FIXED IN 15w40a:
• A mob rather approaches its target by swimming, than to take the faster route.Have a good day!
Water pathfinding problems in 15w40a:
• NEW: Mobs that you attract won't swim to reach you when you're standing on a platform surrounded by water. (See "2" in attachments) An exception is when there is just a one block gap with water between the platform you stand on and the mob.
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.*
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
Note for example: The mentioned behavior of the mob only occurs when the platform is ONE block above water.
For another example, look at the attachments "1".
• Mobsfollowingyou*Steps to reproduce:**
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water.
3. Attract the mob while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.
route.**The attachments show another way of reproducing. Additionally, when replacing the water with lava in the example "1" of the attachments, the mob's behavior changes.
EVERYTHING BELOW FIXED IN 15w40a:
• A mob rather approaches its target by swimming, than to take the faster route.Have a good day!
Water pathfinding problems in 15w40a:
• NEW: Mobs that you attract won't swim to reach you when you're standing on a platform surrounded by water. (See "2" in attachments) An exception is when there is just a one block gap with water between the platform you stand on and the mob.
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.*
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
Note for example: The mentioned behavior of the mob only occurs when the platform is ONE block above water.
For another example, look at the attachments "1".
• Mobs don't try to escape while drowning under blocks.*Steps to reproduce:**
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water.
3. Attract the mob while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.
route.**The attachments show another way of reproducing. Additionally, when replacing the water with lava in the example "1" of the attachments, the mob's behavior changes.
EVERYTHING BELOW FIXED IN 15w40a:
• A mob rather approaches its target by swimming, than to take the faster route.Have a good day!
Water pathfinding problems in 15w40a:
• NEW: Mobs that you attract won't swim to reach you when you're standing on a platform surrounded by water. (See "2" in attachments) An exception is when there is just a one block gap with water between the platform you stand on and the mob.
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.*
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
Note for example: The mentioned behavior of the mob only occurs when the platform is ONE block above water.
For another example, look at the attachments "1".
• Mobs don't try to escape while drowning under blocks, if I got it right. However, what's definite is that a mob won't escape drowning if it follows you.*Steps to reproduce:**
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water.
3. Attract the mob while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.
route.**The attachments show another way of reproducing. Additionally, when replacing the water with lava in the example "1" of the attachments, the mob's behavior changes.
EVERYTHING BELOW FIXED IN 15w40a:
• A mob rather approaches its target by swimming, than to take the faster route.Have a good day!
Water pathfinding problems in 15w40a:
• NEW: Mobs that you attract won't swim to reach you when you're standing on a platform surrounded by water. (See "2" in attachments) An exception is when there is just a one block gap with water between the platform you stand on and the mob.
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.*
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
Note for example: The mentioned behavior of the mob only occurs when the platform is ONE block above water.
For another example, look at the attachments "1".
• Mobs don't try to escape while drowning under blocks, if I got it right. However, what's definite is that a mob won't escape drowning if it follows you by luring it under the blocks.*Steps to reproduce:**
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water.
3. Attract the mob while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.
route.**The attachments show another way of reproducing. Additionally, when replacing the water with lava in the example "1" of the attachments, the mob's behavior changes.
EVERYTHING BELOW FIXED IN 15w40a:
• A mob rather approaches its target by swimming, than to take the faster route.Have a good day!
Water pathfinding problems in 15w40a:
• NEW: Mobs that you attract won't swim to reach you when you're standing on a platform surrounded by water.(See "2" in attachments) An exception is when there is just a one block gap with water between the platform you stand on and the mob.
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.*
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
Note for example: The mentioned behavior of the mob only occurs when the platform is ONE block above water.
For another example, look at the attachments "1".
• Mobs don't try to escape while drowning under blocks, if I got it right. However, what's definite is that a mob won't escape drowning if it follows you by luring it under the blocks.*Steps to reproduce:**
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water.
3. Attract the mob while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.
route.**The attachments show another way of reproducing. Additionally, when replacing the water with lava in the example "1" of the attachments, the mob's behavior changes.
EVERYTHING BELOW FIXED IN 15w40a:
• A mob rather approaches its target by swimming, than to take the faster route.Have a good day!
Water pathfinding problems in 15w40a:
• NEW: Mobs that you attract won't swim to reach you when you're standing on a platform surrounded by water (See "2" in attachments). An exception is when there is just a one block gap with water between the platform you stand on and the mob.
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.*
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
Note for example: The mentioned behavior of the mob only occurs when the platform is ONE block above water.
For another example, look at the attachments "1".
• Mobs don't try to escape while drowning under blocks, if I got it right. However, what's definite is that a mob won't escape drowning if it follows you by luring it under the blocks.*Steps to reproduce:**
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water.
3. Attract the mob while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.
route.**The attachments show another way of reproducing. Additionally, when replacing the water with lava in the example "1" of the attachments, the mob's behavior changes.
EVERYTHING BELOW FIXED IN 15w40a:
• A mob rather approaches its target by swimming, than to take the faster route.Have a good day!
Water pathfinding problems in 15w40a:
• NEW: Mobs that you attractwon'tswim to reach you when you're standing on a platform surrounded by water (See "2" in attachments). An exception is when there is just a one block gap with water between the platform you stand on and the mob.
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.*
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
Note for example: The mentioned behavior of the mob only occurs when the platform is ONE block above water.
For another example, look at the attachments "1".
• Mobs don't try to escape while drowning under blocks, if I got it right. However, what's definite is thatamobwon't escape drowning if it follows you by luring it under the blocks.*Steps to reproduce:**
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water.
3. Attract the mob while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.
route.
**The attachments show another way of reproducing. Additionally, when replacing the water with lava in the example "1" of the attachments, the mob's behavior changes.EVERYTHING BELOW FIXED IN 15w40a:
• A mob rather approaches its target by swimming, than to take the faster route.Have a good day!
Water pathfinding problems in 15w40a:
• NEW: Mobs that you attract refuses to swim to reach you when you're standing on a platform surrounded by water. The mob never reaches you then (See "2" in attachments). An exception is when there is just a one block gap with water between the platform you stand on and the mob.
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.*
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
Note for example: The mentioned behavior of the mob only occurs when the platform is ONE block above water.
For another example, look at the attachments "1".
• Mobs don't try to escape while drowning under blocks. However, what's definite is that mobs don't escape drowning if it follows you by you luring it under the blocks.*Steps to reproduce:
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water.
3. Attract the mob while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.The attachments show another way of reproducing. Additionally, when replacing the water with lava in the example "1" of the attachments, the mob's behavior changes.
EVERYTHING BELOW FIXED IN 15w40a:
• A mob rather approaches its target by swimming, than to take the faster route.Have a good day!
Water pathfinding problems
in 15w40a:
• NEW: Mobs that you attract refuses to swim to reach you when you're standing on a platform surrounded by water. The mob never reaches you then(See "2" in attachments). An exception is when there is just a one block gap with water between the platform you stand on and the mob.
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.*
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
Note for example: Thementioned behavior of the mob only occurs when the platform is ONE block above water.
For another example, look at the attachments "1".
• Mobs don't try to escape while drowning under blocks.However, what's definite is that mobs don't escape drowning if it follows you by you luring it under the blocks.*Steps to reproduce:
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water.
3. Attract the mob while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.The attachments show another way of reproducing. Additionally, when replacing the water with lava in the example "1" of the attachments, the mob's behavior changes.
EVERYTHING BELOW FIXED IN 15w40a:
• A mob rather approaches its target by swimming, than to take the faster route.Have a good day!
Water pathfinding problems:
• NEW: Mobs that you attract refuses to swim to reach you when you're standing on a platform surrounded by water. The mob never reaches you then(See "2" in attachments). An exception is when there is just a one block gap with water between the platform you stand on and the mob.
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.*
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
Note for example: This happens sometimes, depending on how near you are to the staircase.
For another example, look at the attachments "1".
• Mobs don't try to escape while drowning under blocks. Mobs don't escape drowning if it follows you by you luring it under the blocks.*Steps to reproduce:
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water.
3. Attract the mob while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.The attachments show another way of reproducing. Additionally, when replacing the water with lava in the example "1" of the attachments, the mob's behavior changes.
FIXED:
• A mob rather approaches its target by swimming, than to take the faster route.
Water pathfinding problems:
• NEW: Mobs that you attract refuses to swim to reach you when you're standing on a platform surrounded by water. The mob never reaches you then(See "2" in attachments). An exception is when there is just a one block gap with water between the platform you stand on and the mob.
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.*
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
Note for example: This happens sometimes, depending on how near you are to the staircase.
For another example, look at the attachments "1".
• Mobs don't try to escape while drowning under blocks. Mobs don't escape drowning if it follows you by you luring it under the blocks.*Steps to reproduce:
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water.
3. Attract the mob while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.The attachments show another way of reproducing. Additionally, when replacing the water with lava in the example "1" of the attachments, the mob's behavior changes.
FIXED:
• A mob rather approaches its target by swimming, than to take the faster route.Water pathfinding problems:
• Mobs that you attract refuses to swim to reach you when you're standing on a platform surrounded by water. The mob never reaches you then(See "2" in attachments). An exception is when there is just a one block gap with water between the platform you stand on and the mob.
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.*
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
Note for example: This happens sometimes, depending on how near you are to the staircase.
For another example, look at the attachments "1".
• Mobs don't try to escape while drowning under blocks. Mobs don't escape drowning if it follows you by you luring it under the blocks.*Steps to reproduce:
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water.
3. Attract the mob while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.The attachments show another way of reproducing. Additionally, when replacing the water with lava in the example "1" of the attachments, the mob's behavior changes.
FIXED:
• A mob rather approaches its target by swimming, than to take the faster route.
Water pathfinding problems:
• Mobs that you attract refuses to swim to reach you when you're standing on a platform surrounded by water. The mob never reaches you then(See "2" in attachments). An exception is when there is just a one block gap with water between the platform you stand on and the mob.
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.*
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
Note for example: This happens sometimes, depending on how near you are to the staircase.
For another example, look at the attachments "1".
• Mobs don't try to escape while drowning under blocks. Mobs don't escape drowning if it follows you by you luring it under the blocks.*Steps to reproduce:
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water.
3. Attract the mob while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.The attachments show another way of reproducing. Additionally, when replacing the water with lava in the example "1" of the attachments, the mob's behavior changes.
FIXED:
• A mob rather approaches its target by swimming, than to take the faster route.
Water pathfinding problems:
• Mobs that you attract refuses to swim to reach you when you're standing on a platform surrounded by water. The mob never reaches you then(See "2" in attachments). An exception is when there is just a one block gap with water between the platform you stand on and the mob.
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.*
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
Note for example: This happens sometimes, depending on how near you are to the staircase.
For another example, look at the attachments "1".*
Steps to reproduce:
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water.
3. Attract the mob while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.The attachments show another way of reproducing. Additionally, when replacing the water with lava in the example "1" of the attachments, the mob's behavior changes.
FIXED:
• A mob rather approaches its target by swimming, than to take the faster route.Water pathfinding problems:
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.*
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
Note for example: This happens sometimes, depending on how near you are to the staircase.
For another example, look at the attachments "1".*To reproduce:
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water.
3. Attract the mob while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.The attachments show another way of reproducing. Additionally, when replacing the water with lava in the example "1" of the attachments, the mob's behavior changes.
FIXED:
• A mob rather approaches its target by swimming, than to take the faster route.• Mobs that you attract refuses to swim to reach you when you're standing on a platform surrounded by water. The mob never reaches you then(See "2" in attachments). An exception is when there is just a one block gap with water between the platform you stand on and the mob.
Water pathfinding problems:
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.*
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
Note for example: This happens sometimes, depending on how near you are to the staircase.
For another example, look at the attachments "1".*To reproduce:
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water.
3. Attract the mob while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.The attachments show another way of reproducing. Additionally, when replacing the water with lava in the example "1" of the attachments, the mob's behavior changes.
FIXED:
• A mob rather approaches its target by swimming, than to take the faster route.• Mobs that you attract refuses to swim to reach you when you're standing on a platform surrounded by water. The mob never reaches you then(See "2" in attachments). An exception is when there is just a one block gap with water between the platform you stand on and the mob.
Water pathfinding problems:
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.*
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
Note for example: This happens sometimes, depending on how near you are to the staircase.
For another example, look at the attachments "1".*To reproduce:
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water.
3. Attract the mob while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.The attachments show another way of reproducing. Additionally, when replacing the water with lava in the example "1" of the attachments, the mob's behavior changes.
FIXED:
• A mob rather approaches its target by swimming, than to take the faster route.• Mobs that you attract refuses to swim to reach you when you're standing on a platform surrounded by water. The mob never reaches you then(See "2" in attachments). An exception is when there is just a one block gap with water between the platform you stand on and the mob.
Water pathfinding problems:
• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.*
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
Note for example: This happens sometimes, depending on how near you are to the staircase.
For another example, look at the attachments "1".*To reproduce:
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water.
3. Attract the mob while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.The attachments show another way of reproducing. Additionally, when replacing the water with lava in the example "1" of the attachments, the mob's behavior changes.
FIXED:
• A mob rather approaches its target by swimming, than to take the faster route.
• Mobs that youattract refuses to swim to reach you when you're standing on a platform surrounded by water. The mob never reaches you then(See "2"inattachments). An exception is when there is just a one block gap with water between the platform you stand on and the mob.Water pathfinding problems:
• A mob rather approaches its target by swimming, than to take the faster route.• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.*
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
Note for example: This happens sometimes, depending on how near you are to the staircase.
For another example, look at the attachments "1".• Mobs that you attract refuses to swim to reach you when you're standing on a platform surrounded by water. The mob never reaches you then(See "2" in attachments). An exception is when there is just a one block gap with water between the platform you stand on and the mob.
*To reproduce:
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water.
3. Attract the mob while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.The attachments show another way of reproducing. Additionally, when replacing the water with lava in the example "1" of the attachments, the mob's behaviour changes.
Water pathfinding problems:
• A mob rather approaches its target by swimming, than to take the faster route.• Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.*
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
Note for example: This happens sometimes, depending on how near you are to the staircase.
For another example, look at the attachments "1".• Mobs that you attract refuses to swim to reach you when you're standing on a platform surrounded by water. The mob never reaches you then(See "2" in attachments). An exception is when there is just a one block gap with water between the platform you stand on and the mob.
*To reproduce:
1. Build a platform one block above surrounding water. Build something that can take you up to the platform.
2. Spawn a mob in the water.
3. Attract the mob while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.The attachments show another way of reproducing. Additionally, when replacing the water with lava in the example "1" of the attachments, the mob's behaviour changes.
Water pathfinding problems:
- A mob rather approaches its target by swimming, than to take the faster route.
- Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.*
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
Note for example: This happens sometimes, depending on how near you are to the staircase.
For another example, look at the attachments "1".
- Mobs that you attract refuses to swim to reach you when you're standing on a platform surrounded by water. The mob never reaches you then(See "2" in attachments). An exception is when there is just a one block gap with water between the platform you stand on and the mob.
*To reproduce:
- Build a platform one block above surrounding water. Build something that can take you up to the platform.
- Spawn a mob in the water.
- Attract the mob while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.
The attachments show another way of reproducing. Additionally, when replacing the water with lava in the example "1" of the attachments, the mob's behaviour changes.
Water pathfinding problems:
- A mob rather approaches its target by swimming, than to take the faster route.
- Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.*
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
Note for example: This happens sometimes, depending on how near you are to the staircase.
For another example, look at theattachments"1".
- Mobs that you attract refuses to swim to reach you when you're standing on a platform surrounded by water. The mob never reaches you then(See "2" in attachments). An exception is when there is just a one block gap with water between the platform you stand on and the mob.
*To reproduce:
- Build a platform one block above surrounding water. Build something that can take you up to the platform.
- Spawn a mob in the water.
- Attract the mob while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.
The attachments show another way of reproducing. Additionally, when replacing the water with lava in the example "1" of the attachments, the mob's behaviour changes.
Water pathfinding problems:
- Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.*
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
Note for example: This happens sometimes, depending on how near you are to the staircase.
You can see this in "3" of attachments.*To reproduce:
- Build a platform one block above surrounding water. Build something that can take you up to the platform.
- Spawn a mob in the water.
- Attract the mob while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.
The attachments show another way of reproducing. Additionally, when replacing the water with lava in the example "1" of the attachments, the mob's behaviour changes.
FIXED:
- A mob rather approaches its target by swimming, than to take the faster route.
- Mobs that you attract refuses to swim to reach you when you're standing on a platform surrounded by water. The mob never reaches you then(See "2" in attachments). An exception is when there is just a one block gap with water between the platform you stand on and the mob.
Water pathfinding problems:
- Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.*
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.Note for example:This happens sometimes, depending on how near you are to the staircase.You can see this in "3" of attachments.*To reproduce:
- Build a platform one block above surrounding water. Build something that can take you up to the platform.
- Spawn a mob in the water.
- Attract the mob while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.
The attachments show another way of reproducing. Additionally, when replacing the water with lava in the example "1" of the attachments, the mob's behaviour changes.
FIXED:
- A mob rather approaches its target by swimming, than to take the faster route.
- Mobs that you attract refuses to swim to reach you when you're standing on a platform surrounded by water. The mob never reaches you then(See "2" in attachments). An exception is when there is just a one block gap with water between the platform you stand on and the mob.
Water pathfinding problems:
- Mobs try to reach its targets in impossible ways in certain conditions when water is involved, even if there is a possible route to get to the player.*
Example situation:
A player stands on a platform which is surrounded by water. The platform is one block above the water and it has a staircase down to the water, so you can get up. A zombie spawns on an island near the platform and sees the player. The zombie swims directly towards the player and ignores the stairs. The zombie won't be able to reach the player.
Note for example: This happens sometimes, depending on how near you are to the staircase.
You can see this in "3" of attachments.*To reproduce:
- Build a platform one block above surrounding water. Build something that can take you up to the platform.
- Spawn a mob in the water.
- Attract the mob while standing on the platform. You'll see that the mob ignores the path that takes you up to the platform. The mob tries to get up to the platform but never succeed.
The attachments show another way of reproducing. Additionally, when replacing the water with lava in the example "1" of the attachments, the mob's behavior changes.
FIXED:
- A mob rather approaches its target by swimming, than to take the faster route.
- Mobs that you attract refuses to swim to reach you when you're standing on a platform surrounded by water. The mob never reaches you then(See "2" in attachments). An exception is when there is just a one block gap with water between the platform you stand on and the mob.
I think this needs to be re-opened. Everything that I included in this issue wasn't fixed in 15w40a.
Maybe this was set to "fixed" because I included more than one problem in the same issue? Should I instead create new issues for the other problems that is included here that wasn't fixed?
Should be reopened.
Well, I just found out this wasn't fixed fully. Sorry, more job for you ProfMobius!
If you're completely surrounded by water on a platform in the middle of the ocean, mobs won't be able to find the path that takes you up. It seems like mobs can't find the path by swimming, only by walking on blocks.
Added a screenshot.
@[ Mod ] Tails I typed (2) in the beggining and + the "duplicate" has a line over it.
The traveling sound when the downloading terrain screen shows up after entering a portal is gone.
The sound has been "removed" since LAN was added.This is the sound: http://www.youtube.com/watch?v=GzLNGVIOJ60&t=0m18s
(2)Nether portal traveling sound gone(with sound)
(2) Nether portal traveling sound gone
I used the search function! And I posted this because the other one was for 1.4.5. And 1.4.5 had splash sounds tho.
When dropping items in water it does
not play the splash sound andnot itdoesn't show any water particles.When dropping items in water it doesn't play the splash sound and doesn't show any water splash particles.
NoSound andParticles when droppingItems inWaterNo sound and particles when dropping items in water
Title says all.
But I posted this because I thought it was weird that they produced soul sand particles.Title says all.
The message you get when you you enter the command
/enchant <player> <(invalid)enchantment id> [level], you will always get the message "There is no such enchantment with ID 0", even if you didn't enter enchantment ID 0.
The message you get when you you enter the command "/enchant <player> <(invalid)enchantment id> [level]", you will always get the message "There is no such enchantment with ID 0", even if you didn't enter enchantment ID 0.
The message you get when you you enter the command "/enchant <player> <(invalid)enchantment id> [level] ", you will always get the message "There is no such enchantment with ID 0", even if you didn't enter enchantment ID 0.
The message you get when you enter the command
/enchant <player> <(invalid)enchantment id> [level]will always be "There is no such enchantment with ID 0", even if you didn't enter the existing enchantment ID 0.
The message you get whenyou enter the command/enchant <player> <(invalid)enchantment id> [level]will always be "There is no such enchantment with ID 0", even if you didn't enter the existing enchantment ID 0.
If you enter the command
/enchant <player> <enchantment id> [level]with an invalid ID at <enchantment id>, the message you get back will always be "There is no such enchantment with ID 0", even if you didn't enter the existing enchantment ID 0.
If you enter the command
/enchant <player> <enchantment id>[level]with an invalid ID at <enchantment id>, the message you get back will always be "There is no such enchantment with ID 0", even if you didn't enter the existing enchantment ID 0.
If you enter the command
/enchant <player> <enchantment id>with an invalid
ID at <enchantmentid>, the message you get back will always be "There is no such enchantment with ID 0", even if you didn't enter the existing enchantment ID 0.If you enter the command
/enchant <player> <enchantment id>with an invalid enchantment ID, the message you get back will always be "There is no such enchantment with ID 0", even if you didn't enter the existing enchantment ID 0.
SnipUndercover: Can you explain why?
Ifyou enter the command/enchant <player> <enchantment id>with an invalid enchantment ID, the message you
get backwill alwaysbe"There is no such enchantment with ID 0",even if you didn't enter the existing enchantment ID 0.After you've entered the command
/enchant <player> <enchantment id>with an invalid enchantment ID, the message you'll receive does not display the invalid ID you've actually entered. It will always display "There is no such enchantment with ID 0", and ID 0 does in fact exist.
After you've entered the command
/enchant <player> <enchantment id>with an invalid enchantment ID, the message you'll receive does not display the invalid ID you've actually entered. It will always display "There is no such enchantment with ID 0", and enchantment ID 0 does in fact exist.
After you've entered the command
/enchant <player> <enchantment id>with an invalid enchantment ID, the message you'll receive does not display the invalid ID you've actually entered.
Itwill always display "There is no such enchantment with ID 0", and enchantment ID 0 does in fact exist.After you've entered the command
/enchant <player> <enchantment id>with an invalid enchantment ID, the message you'll receive does not display the invalid ID that you've actually entered. The message will always display "There is no such enchantment with ID 0", and enchantment ID 0 does in fact exist.
After you've entered the command
/enchant <player> <enchantment id>with an invalid enchantment ID, whether the ID was entered in a number or text, the message you'll receive does not display the invalid ID that you've actually entered. The message will always display "There is no such enchantment with ID 0", and enchantment ID 0 does in fact exist.
After you've entered the command
/enchant <player> <enchantment id>with an invalid enchantment ID, whether the ID
was entered in a number or text, the message you'll receive does not display the invalid ID that you've actually entered. The message will always display "There is no such enchantment with ID 0", and enchantment ID 0 does in fact exist.After you've entered the command
/enchant <player> <enchantment id>with an invalid enchantment ID, whether the ID is entered in a number or text, the message you'll receive does not display the invalid ID that you've actually entered. The message will always display "There is no such enchantment with ID 0", and enchantment ID 0 does in fact exist.
After you've entered the command
/enchant <player> <enchantment id>with an invalid enchantment ID, whether the ID is entered in a number or text, the message you'll receive does not display the invalid ID that you've actually entered. The message will always
display "There is no such enchantment with ID 0", and enchantment ID 0 does in fact exist.After you've entered the command
/enchant <player> <enchantment id>with an invalid enchantment ID, whether the ID is entered in a number or text, the message you'll receive does not display the invalid ID that you've actually entered. The message will always say "There is no such enchantment with ID 0", and enchantment ID 0 does in fact exist.
After you've entered
the command/enchant<player> <enchantment id>
with an invalid enchantment ID, whether the ID is entered in a number or text,the message you'll receive does not display the invalid ID that you've actually entered. The message will always say "There is no such enchantment with ID 0", and enchantment ID 0 does in fact exist.After you've entered for example
/enchant @p 12345the message you'll receive does not display the invalid ID that you've actually entered. The message will always say "There is no such enchantment with ID 0", and enchantment ID 0 does in fact exist. Same thing goes for invalid text IDs.
Enchantingwith any invalid IDalwaysdisplays the message "There is no such enchantment with ID 0"/enchant with any invalid ID displays the message "There is no such enchantment with ID 0"
/enchant with any invalid ID displaysthemessage "There is no such enchantment with ID 0"
After you've entered for example
/enchant @p 12345the message you'll receive does not display the invalid ID that you've actually entered. The message will always say "There is no such enchantment with ID 0", and enchantment ID 0 does
in factexist. Same thing goes for invalid text IDs.
Code analysis by Marcono1234 can be found in this comment.
After you've entered for example
/enchant @p 12345the message you'll receive does not display the invalid ID that you've actually entered. The message will always say "There is no such enchantment with ID 0", and enchantment ID 0 does by the way exist. Same thing goes for invalid text IDs.
Code analysis by Marcono1234 can be found in this comment.
After you've built a creeper face with clay(or 6x6
vertical) to make the Ender Dragon respawn in The End, the ender crystals doesn't immediately respawn after the explosions that occur on top of the pillars.However, this might be intentional because of the reason that the player can destroy the ender crystals before the actual Ender Dragon spawns. I know that this is a bug report site, but maybe the dragon could respawn instantly after you've built the creeper face of clay?
After you've built a vertical creeper face with clay(or 6x6 clay) to make the Ender Dragon respawn in The End, the ender crystals doesn't immediately respawn after the explosions that occur on top of the pillars.
However, this might be intentional because of the reason that the player can destroy the ender crystals before the actual Ender Dragon spawns. I know that this is a bug report site, but maybe the dragon could respawn instantly after you've built the creeper face of clay?
Ender crystals doesn't respawn instantlywhenafter the explosions
Ender crystals doesn't respawn instantly after the explosions in The End
Ender crystals doesn't respawn instantly after the explosionsin The EndEnder crystals doesn't respawn instantly after the explosions when respawning Ender Dragon
After you've built a vertical creeper face with clay(or 6x6 clay) to make the Ender Dragon respawn in The End, the ender crystals do
esn't immediately respawn after the explosions that occur on top of the pillars.However, this might be intentional because of the reason that the player can destroy the ender crystals before the actual Ender Dragon spawns. I know that this is a bug report site, but maybe the dragon could respawn instantly after you've built the creeper face of clay?
Ender crystals doesn't respawn instantly after the explosions when respawning Ender Dragon
After you've
built a vertical creeper face with clay(or 6x6 clay)to make the Ender Dragon respawn in The End, the endercrystals don't immediately respawn after the explosions that occur on top of the pillars.However, this might be intentional because of the reason that the player can destroy the ender crystals before the actual Ender Dragon spawns. I know that this is a bug report site, but maybe the dragon could respawn instantly after you've
built the creeper face of clay?After you've placed the four end crystals around the empty bedrock portal to make the Ender Dragon respawn in The End, the end crystals don't immediately respawn after the explosions that occur on top of the pillars.
However, this might be intentional because of the reason that the player can destroy the ender crystals before the actual Ender Dragon spawns. I know that this is a bug report site, but maybe the dragon could respawn instantly after you've placed the four end crystals?
Endercrystals don't respawn instantly after the explosions when respawning Ender Dragon
Pigs don't jump up on to blocks to get forward while riding it with Carrot on a Stick.
Check attachments for reproduction.
Pigs don't jump up on blocks while riding it withcarrot on astickPigs don't jump up on to blocks while riding it with Carrot on a Stick
Pigs don't jump
up on to blocks to get forward while riding it with Carrot on a Stick.Check attachments for reproduction.
Pigs don't jump to get past blocks that are in the way while riding and steering it with Carrot on a Stick.
Check attachments for reproduction.
Pigs don't jump to get past blocks that are in the way while riding it and steering it with Carrot on a Stick.
Check attachments for reproduction.
Pigs don't jump to get past blocks that are in the way while riding it and steering it with Carrot on a Stick.
Checkattachments for reproduction.Pigs don't jump to get past blocks that are in the way while riding it and steering it with Carrot on a Stick.
Imitate what attachments show for reproduction.
Pigs don't jump up on to blocks while ridingit with Carrot on a StickPigs don't jump up on to blocks while riding them with Carrot on a Stick
Pigsdon't jump to get past blocks that are in the way while riding it and steering it with Carrot on a Stick.Imitate what attachments show for reproduction.
A pig doesn't jump to get past blocks that are in the way while riding it and steering it with Carrot on a Stick.
Imitate what attachments show for reproduction.
A pig doesn't jump to get past blocks that are in the way while ridingit and steeringit with Carrot on a Stick.Imitate what attachments show for reproduction.
Pigs don't jump to get past blocks that are in the way while riding them and steering them with Carrot on a Stick.
Imitate what attachments show for reproduction.
Pigs don't jump to get past blocks that are in the way while riding
themand steering them with Carrot on a Stick.
Imitate what attachments showforreproduction.Pigs don't jump to get past blocks that are in the way while riding and steering them with Carrot on a Stick.
Attachments show reproduction.
Pigs don't jump to get past blocks that are in the way while riding and steering them with Carrot on a Stick.
Attachments show reproduction.
![]()
Can't confirm for later snapshots yet because ofMC-90192.
Can't confirm for later snapshots yet because of
MC-90192.Pigs don't jump to get past blocks that are in the way while riding and steering them with Carrot on a Stick.
Attachments show reproduction.
Can't confirm for later snapshots yet because of
MC-90192.Pigs don't jump to get past blocks that are in the way while riding and steering them with Carrot on a Stick.
Attachments show reproduction.
Pigs don't jump to get past blocks that are in the way while riding and steering them with Carrot on a Stick.
Attachments show reproduction.
All items and blocks can be enchanted with a frost walker enchanted book through an anvil.
WORKS AS INTENDED
I was too fast to upload this.
Frost Walker can be given to any item and block through an anvil [WORKS AS INTENDED]
WORKS AS INTENDED
I was too fast to upload this. Didn't do any research.
Frost Walkercan be given to any item and block through an anvil[WORKS AS INTENDED]Enchantments can be given to any item and block through an anvil
Anon Ymus: It was fixed in a previous version, but that isn't important, right?
Confirmed for 15w43c.
Confirmed for 15w44a.
Confirmed for 15w45a.
Confirmed for 15w46a.
Affects 15w49a
Affects 15w50a
Confirmed for 15w43a.
Note: You CAN tame ocelots, but you just have to hold fish and stay still for a while. When the ocelot goes slowly towards you, you give it fish.
Confirmed for 15w43b.
Ocelots now runs from the player, but they sometimes stop running.
Taming ocelots is a real pain in 15w44b. Almost impossible. Maybe even impossible.
- I can not tame any ocelots. They emit hearts when you feed them fish but their texture does not change and they still act likes ocelots and run away from their owner.
- They don't run away when scared
- Feeding tamed cats sits them down
Note: You CAN tame ocelots, but you just have to hold fish and stay still for a while. When the ocelot goes slowly towards you, you give it fish.
So, a problem is that you can "force" feed an ocelot even if it isn't calm(when you stand still with fish), which is originally not supposed to happen. I think.
• You can feed ocelots when they are neutral. By neutral I don't mean when they go towards you with their head down while you hold food, but when they stand still or walk and not running away from a player.
If this is intended, it doesn't do anything anyway. They don't mate (seeMC-65991). But ifMC-65991gets fixed, that fix will probably only be useful for ocelot farms, which seems quite useless since you can tame them instead.
Personally, I think making wild ocelots mate shouldn't be possible.• Feeding tamed cats sits them down.
• Sometimes ocelots run away when being attracted by a player that holds fish and stands totally still.
Ocelot/catAI is brokenOcelots/cats partially broken in some ways
• You can feed ocelots when they are neutral. By neutral I don't mean when they go towards you with their head down while you hold food, but when they stand still or walk and not running away from a player.
If this is intended, it doesn't do anything anyway. They don't mate (seeMC-65991). But ifMC-65991gets fixed, that fix will probably only be useful for ocelot farms, which seems quite useless since you can tame them instead.
Personally, I think making wild ocelots mate shouldn't be possible.• Feeding tamed cats sits them down.
•
Sometimes ocelots run away when being attracted by a player that holds fish and stands totally still.• You can feed ocelots when they are neutral. By neutral I don't mean when they go towards you with their head down while you hold food, but when they stand still or walk and not running away from a player.
If this is intended, it doesn't do anything anyway. They don't mate (seeMC-65991). But ifMC-65991gets fixed, that fix will probably only be useful for ocelot farms, which seems quite useless since you can tame them instead.
Personally, I think making wild ocelots mate shouldn't be possible.• Feeding tamed cats sits them down.
• A player standing still while attracting an ocelot still has a chance of scaring the ocelot.
Beds have no placement sound.
They had a stone placement sound in a previous version.This should be fixed by adding wood sound.
Beds have no placement sound.
They had a stone placement sound in a previous version.Beds have no placement sound. They had a stone placement sound in a previous version.
Unverified reproduction steps provided by Swekob:
1. Make sure you're not gliding with an elytra (stand on the ground or fly in creative mode).
2. Teleport to a high place with unloaded chunks where there is enough space to the ground to glide.
3. Try to glide with the elytra and observe the issue.
For example, you are on the coordinates of X:0 Y:10 Z:0. You're wearing an elytra. Then enter the command "/tp <your player name> 1000 100 1000" (if chunks in that area isn't loaded and if the Y coordinates is high enough to glide). You'll fall like a spike when you try to glide, like you normally would do without an elytra.
After an amount of teleportations the Elytra just stopped working.
After reloading the level it worked again. taking it out of the chest slot didn't solve the problem before.
https://www.youtube.com/watch?v=8EnHeXBgzqE&feature=youtu.be
Edit: New video showing how to recreate: https://www.youtube.com/watch?v=0xPxuxWQl6A&feature=youtu.be (to get the bug 100%, set the render distance to 2)
Swekob: Create a new ticket.
Swekob: Please only confirm issues if you confirmed them yourself (you probably took confirmation from MC-91406). There's no need to confirm parent tickets for version X if you just pointed out a duplicate of it which has version X in the list of affected versions, we usually copy over affected versions when resolving duplicates. Thanks.
Original reporter is inactive, giving ticket to Swekob.
Swekob you can directly write MC-50142 and it will become a link. That way it is also easier to see what this report is about because it gets a hover text as well.
[Mod] redstonehelper that is kind of alright ![]()
So that's why Swekob's mentioned tickets aren't struck through when closed. Swekob: Please stop linking tickets your way, it's very confusing.
Swekob: Ticket is yours, please update the description.
Swekob it's about the limitations of the overlay textures in 1.9, and yes it's still an issue, 3 redstone wire files, and only 1 overlay file (cross)
Swekob, [Mod] Les3awe: Please create a new ticket for the particles issue (with a reference to this ticket), this is apparently a differnt thing.
Reopened, confirmed and given ticket to Swekob.
@Swekob How did you do that?
@Swekob Ah, I see
@Swekob: Please don't request changes to resolved tickets unless they need to be reopened or it's something equally important.
@Swekob: Ticket is yours, please update it yourself.
Yes, see the gif of 15w46a attached by Swekob
Reporter changed to Swekob.
@Swekob: Create a new ticket including a description and screenshots for the first half of the list and we'll resolve them to your ticket.
The goal of this bug tracker is to fix bugs. I recommended MC-93554 be created so we have a central ticket for what is essentially the same issue, this was not Swekob's idea. It doesn't matter who reported a bug as long as description, title and affected versions are kept up to date. It is not unusual to resolve older tickets as duplicate of newer tickets.
@Swekob: Video/steps to reproduce please.
Swekob and [Mod] redstonehelper, that is now MC-114107.
Swekob You copied the ID of this issue. Which ticket did you mean to link? ![]()
@Swekob, for the sound events you listed it appears they are only played when the respective item is used. So there is no missing distinction, but rather possibly an incorrect subtitle. If you think this is an issue, please create a separate report.

























































If cheats is disabled when creating a world, you shouldn't be able to change gamemode or enable cheats in LAN settings.
This was actually a bug fix. Before, you could do a duplication glitch with dispenser. You used a pick to destroy the block and then change tool while breaking it. When it broke, the dispenser appeared again, but soon it will disappear. When it appeared for the first time you could go into the dispenser and if you did that and spam click an item in a dispenser slot until the dispenser disappears, you get one of the items and you can right click it in the slots in your inventory and fill up it with the item.
This was maybe a bug fix for that mrheat wrote but whatever.
Chalmes (Jon): Yes.
Hello.
If the launcher itself is working before you click "Play", you should be able to change the settings of a launcher profile and make the launcher download MC 1.8.6.
If you look at the bottom left(MC Launcher 1.1.1 and higher), you'll see your launcher profile. By default the profile name is "(Default)". Edit the profile or create a new one and find "Use version:". Choose 1.8.6, save and let the launcher download it for you. If this doesn't work, I may not know what the problem is.
Good luck!
Grats!
A separate launcher download sounds like a great idea.
Confirmed for 15w38b.
Can also claim that the achievement "Overpowered" also have a graphical issue to its icon. The enchantment effect on the Golden Apple isn't on the pixels of the item.
Confirmed for 15w38b.
Confirmed for 15w38b.
Confirmed for 15w38b.
Still occurs in 15w40b.
But only the "fizz"(random.fizz) sound plays, no visual fire (tested in single-player).
Oh, sorry! Will do, redstonehelper.
Confirmed for 15w42a.
This issue is invalid in 15w42a. Probably due to
MC-89174not being fixed.Confirmed for 15w42a.
Confirmed for 15w42a.
Confirmed for 15w42a.
Confirmed for 15w42a.
Confirmed for 15w42a.
Anon Ymus: It was fixed in a previous snapshot, I don't know which. But that isn't important, right?
Confirmed for 15w43a.
Confirmed for 15w43a.
Confirmed for 15w43a.
Confirmed for 15w43a.
Confirmed for 15w43a.
Note: You CAN tame ocelots, but you just have to hold fish and stay still for a while. When the ocelot goes slowly towards you, you give it fish.
So, a problem is that you can "force" feed an ocelot even if it isn't calm(when you stand still with fish), which is originally not supposed to happen. I think.
Confirmed for 15w43a.
Confirmed for 15w43a.
Confirmed for 15w43a.
Fixed in 15w43a.
Steven W.d.V.: Hmm.. It's not like that to me. I went back to 1.8.8 to see if the problem was there, it was. So it can't be lag. I don't know.
Confirmed for 15w43b.
Confirmed for 15w43b.
Confirmed for 15w43b.
Confirmed for 15w43b.
Confirmed for 15w43b.
Confirmed for 15w43b.
Confirmed for 15w43b.
Ocelots now runs from the player, but they sometimes stop running.
Confirmed for 15w43b.
Confirmed for 15w43b.
Confirmed for 15w43b.
Confirmed for 15w43b.
Confirmed for 15w43b.
Confirmed for 15w43b.
Relates to
MC-33384.Confirmed for 15w43b.
Confirmed for 15w43b.
Picking up experience orbs doesn't play a sound either.
Confirmed for 15w43b.
Relates to
MC-6897.Confirmed for 15w43b.
Confirmed for 15w43b.
Confirmed for 15w43b.
Confirmed for 15w43b.
This needs to be reopened. Beds don't make a sound when placed.
Affects version: 15w43c
Relates to
MC-2844.Confirmed for 15w43c.
Confirmed for 15w43c.
Confirmed for 15w43c.
Confirmed for 15w43c.
Confirmed for 15w43c.
Confirmed for 15w43c.
Confirmed for 15w43c.
Confirmed for 15w43c.
Confirmed for 15w43c.
Confirmed for 15w43c.
Confirmed for 15w43c.
Confirmed for 15w43c.
Confirmed for 15w43c.
Confirmed for 15w43c.
Confirmed for 15w43c.
Confirmed for 15w43c.
Confirmed for 15w43c & 1.8.8.
Confirmed for 15w43c.
Confirmed for 15w43c.
Confirmed for 15w43c.
Confirmed for 15w43c.
Confirmed for 15w43c & 1.8.8.
Relates to
MC-6897&MC-33384.Confirmed for 15w43c.
Confirmed for 15w43c.
Confirmed for 15w43c.
Duplicate of MC-89347.
Relates to
MC-6897&MC-33384.[Mod] redstonehelper: I did actually confirm it myself. Alright, thanks for the info!
This ticked is invalid or incomplete.
Kennie Poulsen, have you checked your mouse sensitivity options in control settings?
Well, I'm not sure, but I think it has something to do with your mouse and computer. I'm no technical professional, but your mouse drivers may be outdated(not sure if you referred to that kind of softwares in the description), the usb of your mouse may not support a newer version of the usb your computer has, or you might have a virus. You can search the web for more help.
Have a good day!
Confirmed for 15w43c & 1.8.8.
Confirmed for 15w43c & 1.8.8.
Relates to
MC-44244.Note: Non-stained glass is not affected.
Confirmed for 15w43c & 1.8.8.
Confirmed for 15w43c.
Same thing happens when you do it in the Nether.
Confirmed for 15w43c.
Confirmed for 15w43c & 1.8.8.
Confirmed for 15w43c.
I found out how to reproduce it:
1. Make sure you're not gliding with an elytra (stand on the ground or fly in creative mode).
2. Teleport to a high place with unloaded chunks where there is enough space to the ground to glide.
3. Try to glide with the elytra and observe the issue.
For example, you are on the coordinates of X:0 Y:10 Z:0. You're wearing an elytra. Then enter the command "/tp <your player name> 1000 100 1000" (if chunks in that area isn't loaded and if the Y coordinates is high enough to glide). You'll fall like a spike when you try to glide, like you normally would do without an elytra.
Confirmed for 15w43c.
Confirmed for 15w43c.
Confirmed for 15w43c.
Confirmed for 15w43c.
Confirmed for 15w43c.
Confirmed for 15w43c.
Relates to
MC-81067.Confirmed for 15w43c.
Confirmed for 15w43c.
Confirmed for 15w43c.
Relates to
MC-72809&MC-74300.Confirmed for 15w43c.
Might be fixed in the upcoming 15w44a snapshot (
MC-81067).Relates to
MC-81067.This is fixed.
Relates to
MC-11211.Confirmed for 15w43c.
This doesn't occur to me, is this fixed? (15w43c)
[Mod] redstonehelper: Hmm..
MC-11211is about being unable to interact with blocks. Maybe you could edit that issue and mention spawn eggs?By the way and completely out of topic, how do you make so a toolbar shows up when you comment an issue? I use [MC-X|<url>]. I've looked at the text formatting help, but I didn't find anything.
Confirmed for 15w43c.
Confirmed for 15w43c.
Can't reproduce. (15w43c)
Confirmed for 15w43c.
Confirmed for 15w43c.
Fixed in 15w43c or in an other 1.9 snapshot (occurs in 1.8.8).
Confirmed for 15w43c.
The command in the first step doesn't work if it isn't changed to:
/summon WitherSkull ~ ~ ~ {direction:[0.0,0.0,0.0]}Duplicates or relates to
MC-1133.Confirmed for 15w43c.
Confirmed for 15w43c.
Confirmed for 15w44a.
Confirmed for 15w44a.
Confirmed for 15w44a.
Confirmed for 15w44a.
Confirmed for 15w44a.
Confirmed for 15w44a.
Confirmed for 15w44a.
Confirmed for 15w44a.
Confirmed for 15w44a.
Confirmed for 15w44a.
Confirmed for 15w44a.
Confirmed for 15w44a.
Confirmed for 15w44a.
Confirmed for 15w44a.
Confirmed for 15w44a.
Confirmed for 15w44a.
Confirmed for 15w44a.
Confirmed for 15w44a.
Confirmed for 15w44a.
Confirmed for 15w44a.
Confirmed for 15w44a.
Confirmed for 15w44a.
Confirmed for 15w44a.
Confirmed for 15w44a.
Confirmed for 15w44a.
Confirmed for 15w44a.
Confirmed for 15w44a.
Confirmed for 15w44a.
Confirmed for 15w44a.
Confirmed for 15w44a.
Confirmed for 15w44a.
Confirmed for 15w44a.
Relates to
MC-9553.Confirmed for 15w44a.
Confirmed for 15w44a.
Relates to
MC-6897,MC-33384&MC-91264.Confirmed for 15w44a.
Confirmed for 15w44a.
Confirmed for 15w44a.
This bug is hilarious by the way!
Confirmed for 15w44a.
For some reason this wasn't a problem at first, but later on it happened all the time. Don't know what caused it.
Confirmed for 15w44a.
Confirmed for 15w44a.
Confirmed for 15w44a.
Confirmed for 15w44a.
Confirmed for 15w44a.
Confirmed for 15w44a.
Confirmed for 15w44a.
Fixed in a version after 1.8. (15w44a)
Incomplete/invalid. This should be set to awaiting response for someone to mention what particles that appears wrong.
Duplicates
MC-4132.Confirmed for 15w44a.
Confirmed for 15w44a.
Since
MC-50142is a duplicate ofMC-3718, and this is about the same issue asMC-3718, I'll add screenshots. The description of this should also be updated so it mentions whatMC-50142describes.Confirmed for 15w44a.
Duplicates or relates to
MC-88330.Note: All blocks that turns into entities appears at the wrong location, as
MC-88330describes.Duplicates
MC-90082.[Mod] redstonehelper: More like
MC-90082, considering the lack of information. Or maybeMC-90082is a duplicate ofMC-89994.Confirmed for 15w44a.
To [Mod] redstonehelper: You forgot to copy over affects version 15w44a from the duplicate I pointed out (
MC-91554).This issue has three "relates to" links too much. This issue should only have 5 "relates to" links, because
MC-6897,MC-33384&MC-91264are displayed twice.Marcono1234 & [Mod] redstonehelper: I just realized that just before reading your comments! Thanks anyway
Confirmed for 15w44a.
Confirmed for 15w44a.
Relates to
MC-53510.Note: Couldn't reproduce being unable to teleport to high altitudes. This should be intended.
Some additional information I found:
• I found out the highest altitude of which you're able to move in the Y-axis. It's interestingly enough the specific number of Y=4503599627370496.
You won't be able to fly with creative mode over that height. It's like a roof. You are able to fly down. Y=4503599627370496 seems to be the highest point you are able to fly to.
and try to move in the Y-axis. The only way of moving is by falling, you can't fly in creative to move.
• When you teleport over Y=100000000000000000 the F3 menu begins to show inaccurate Y coordinates(mostly by changing the last four digits). This relates to what the description says (teleport to 10^75 but F3 shows 10E81).
• Over Y=10000000000000000 there seems to be a delay before the coordinate updates when you fall from there.
The highest point you can go to and at same time the coordinate updates when you fall is Y=36028797018963972, which takes about 3 seconds to start updating after you fall.
• The lowest point you can get outside the world border is at Y=2147483645.
and then try to get outside the world border by looking at your coordinates.
You'll see that you can go through the world border by some blocks.
Phew. This was a lot of pointless info!
Confirmed.
The endermen despawns and respawns all the time from that distance, which causes this issue.
Confirmed for 15w44a.
Confirmed for 15w44a.
Relates to
MC-88330.Confirmed for 15w44a.
Confirmed for 15w44a.
Fixed somewhere between 1.8.8 and 15w44a.
Relates to
MC-88330.Relates to
MC-89994, MC-90026,MC-90059&MC-90082.Sorry didn't think of that. I did it because I wanted
MC-91314to also have those related links. But I know, I could've just said "Hey, add these related links to this issue too!". I'll do it in the future. Thanks.Confirmed for 15w44a.
Fixed. Doesn't occur in 1.8.8 nor 15w43c.
Confirmed for 15w44a.
Confirmed for 15w44a.
Confirmed.
Confirmed for 15w44a.
Blocking with swords were removed in the 1.9 snapshots. Description should be updated.
Confirmed for 15w44a.
Confirmed for 15w44a.
Fixed in 15w44b
Taming ocelots is a real pain in 15w44b. Almost impossible. Maybe even impossible.
Confirmed for 15w44b.
Relates to
MC-91314&MC-2844.Confirmed for 15w44b.
Duplicates MC-73786.
Confirmed for 15w44b.
The breaking animation is invisible now.
Confirmed for 15w44b.
Can't reproduce in 15w44b nor in 1.8.8. Fixed?