Scott R. Godin
- WebDragonG3
- webdragong3
- America/New_York
- Yes
- No
Dispenser with zombie spawn egg fails to spawn zombieif there is a water source in front of the dispenser
I had previosly set up a dispenser facing into water blocks at one side of the room connected to a timing circuit (designed to create and transport the zombies away at a timed rate of release.) As of 1.9-pre1, the zombies briefly spawn (just long enough to hear the initial snarl and see a brief flash of visual) but then immediately disappear
I had previosly set up a dispenser f
acinginto water blocks at one side oftheroom connected to a timing circuit (designed to create and transport the zombies away at a timed rate of release.) As of 1.9-pre1, the zombies briefly spawn (just long enough to hear the initial snarl and see a brief flash of visual) but then immediately disappearI had previosly set up a dispenser filled with zombie spawn eggs pointed out into water blocks at one side of a room and connected to a timing circuit (designed to create and transport the zombies away at a timed rate of release.) As of 1.9-pre1, the zombies briefly spawn (just long enough to hear the initial snarl and see a brief flash of visual) but then immediately disappear
further testing reveals that irrespective of the water blocks, some entities fail to spawn fully – Zombies, Blazes, Skeletons all fail – chickens and sheep are able to spawn initially leading me to think that the 2H entities were having trouble, but villagers and horses spawn with no issue while cave spiders fail.
Dispenser withzombiespawn egg fails to spawnzombieDispenser with spawn eggs fails to spawn some entities
I'm on my 5th buried treasure map and they all point to the same, now long-past-looted, location where I have even destroyed the chest at that location at this point. Terribly frustrating.
oh bloody hell. you are completely correct. I must have switched it off the last time I tested things in the previous snapshot. Now I feel like an idiot for not seeing the obvious. Where's my coffee?
I do not believe so, as I have not noticed an inability to fire arrows while in a minecart, and certainly during my testing that was one of the things I tried – I did not notice the behaviour mentioned in that ticket: the minecart did not break when I fired arrows from it, AND arrows successfully reached their target when fired from within a minecart.
confirming bug still exists in 1.9-pre1
confirming present in 1.9-pre2 – unacceptable bug still present in pre-release versions let alone snapshots has me worried about the future state of minecraft
it's bad enough activator rails can't be reliably controlled for mob ejection direction let alone to air blocks – not being able to get mobs in the minecart in the first place is just flat unacceptable.
and don't forget to vote for the issue
as of 1.9-pre2, the bobber now hovers above the waterline farther out than before – i.e. now I have to cast much further out for the appearance of the bobber to look as though it is resting on the water, making it less practical/easy at that distance to watch for when a fish is about to bite.
confirming presence of bug in 1.9-pre2 – typical zombie farm design from spawner is nonfunctional and spawns no mobs. worked in 1.9-pre1
this may be related to
MC-96269MC-96588may be equally relatedyes this still exists in 1.9-pre2
confirmed for 1.9 pre-release 1, 2, and 3
also of note, possibly related, is the fact that once cast, the fishing line at the players end, does not connect to the end of the pole but is spaced off to the right floating in the air next to the pole end.
confirmed in 1.9-pre3
the worst part of this bug is that it is preventing me from even testing another bug I want to file about, but since I can't even prove it exists right now let alone the funky WAYS in which it acts, due to the minecart problem here; I can't even report it, as no one will be able to reproduce it. Sure I can prove it existed back in 1.8.9 in certain ways and I can document the behaviour there, but a LOT has changed in these snapshots, and during this whole ongoing process I haven't been able to move forward with it even ONCE. So I've put it off, continually thinking that there's NO WAY they would let this bug go on for as long as it did.
Boy was I wrong.
if basic things like getting them in the minecart in the first place aren't going to work in survival on their own, what would be the point of testing further? no one's gonna give a damn about what the activator rails do, if you can't get a mob in the cart in the first place
"I'm not dead! I don't want to go on the cart!"
confirmed for 1.9-pre4 and also 1.9 final
confirming still exists in 1.9 final
confirmed for 1.9.1-pre1 and 1.9.1-pre2 and 1.9.1-pre3
confirmed 1.9.1-pre1 1.9.1-pre2 1.9.1-pre3
seconding the desire to see this folded into 1.9 as a fix rather than wait for the next major release. I have other bugs I want to report on and cannot move forward with the testing until this is actually part of the game. I had wanted to address my issues back before 1.9 became final, and it was impossible to move on any of it due to the nature of the problem
So now the mobs can shoot out of the carts, but can you as a user, throw snowballs at pigmen (for example) while riding a minecart ? Has that been solved by this as well? Inquiring minds want to know
Fantastic, thank you. Will this one make it into the 1.9 tree ? (I probably should have asked that at the same time)