John Smith
- Xannot
- xannot
- Europe/Stockholm
- Yes
- No
Texture of the fire block doesn't have a smooth animation - when it goes from the last frame to the first one, you can see it's not a smooth transition.
Texture of the fire block doesn't have a smooth animation - when it goes from the last frame to the first one, you can see it's not a smooth transition.
This is best seen if you have fire in your inventory.
Texture of the fire block doesn't have a smooth animation - when it goes from the last frame to the first one, you can see it's not a smooth transition.
Thisis best seen if you have fire in your inventory.Texture of the fire block doesn't have a smooth animation - when it goes from the last frame to the first one, you can see it's not a smooth transition.
This was best seen if you have fire in your inventory (in older versions).
Is someone going to fix this?
If you break the upper part of a 2-block tall plan
k(peony, sunflowe, huge grass...), it gives grey particles (it shouldn't). When you break the lower part, it changes into a sunflower for a brief period of time while giving correct particles.If you break the upper part of a 2-block tall plant (peony, sunflowe, huge grass...), it gives grey particles (it shouldn't). When you break the lower part, it changes into a sunflower for a brief period of time while giving correct particles.
Even with "/gamerule mobGriefing false" and "/gamerule doFireTick false", skeletons and wither skeletons with Flame I enchantment on their bows (wither skeletons have fire arrows by default even without enchantments) are able to set off TNT blocks if they happen to hit one. This is direct griefing of the map by a mob, which should be forbidden by the gamerule.
This bug: https://bugs.mojang.com/browse/MC-46460
was only partially fixed. Fire effect is no longer visible in 1st person for spectators, but they still see it in 3rd person. This is the case only for lava, not regular fire.
How to reproduce:
1. spawn some bow-wielding skeletons with skeleton spawn egg
2. Connect this command to a constantly-running redstone clock:/entitydata @e[type=Skeleton]
{NoAI:0b}
3. You'll see that skeletons close in to you as if they wanted to hit you with a sword (but they don't harm you in any way), instead of keeping distance and shooting you with a bow.How to reproduce:
1. spawn some bow-wielding skeletons with skeleton spawn egg
2. Connect this command to a constantly-running redstone clock:/entitydata @e[type=Skeleton]
{NoAI:0b}(I don't know why part of the command puts itself in a new line, I typed it normally after space)
3. You'll see that skeletons close in to you as if they wanted to hit you with a sword (but they don't harm you in any way), instead of keeping distance and shooting you with a bow.
How to reproduce:
1. spawn some bow-wielding skeletons with skeleton spawn egg
2. Connect this command to a constantly-running redstone clock:/entitydata @e[type=Skeleton] {NoAI:0b}3. You'll see that skeletons close in to you as if they wanted to hit you with a sword (but they don't harm you in any way), instead of keeping distance and shooting you with a bow.
How to reproduce:
1. spawn some bow-wielding skeletons with skeleton spawn egg
2. Connect this command to a constantly-running redstone clock:/entitydata @e[type=Skeleton] {NoAI:false}3. You'll see that skeletons close in to you as if they wanted to hit you with a sword (but they don't harm you in any way), instead of keeping distance and shooting you with a bow.
How to reproduce:
1. spawn some bow-wielding skeletons with skeleton spawn egg
2. Connect this command to a constantly-running redstone clock:/entitydata @e[type=Skeleton] {NoAI:false}3. You'll see that skeletons close in to you as if they wanted to hit you with a sword (but they don't harm you in any way), instead of keeping distance and shooting you with a bow. The same thing applies for wither skeletons.
Spamming skeletons with NoAI:0will prevent them from shootingSpamming skeletons with NoAI:false will prevent them from shooting
It still appears in 16w02a. Futhermore, wolves reset their angry state when quitting and reloading the world, which leads to abuses on Survival mode while fighting them. Also, If you give them Angry tag using commands, it doesn't seem to affect them.
Marcono1234 Giants are unsupported, but perhaps might be added back in the game later, perhaps a new texture will come with it then as it's not a undead mob then you can tell the diffrence between the 2.
Anyway, it's useless to have a Giant in a spawner now as it won't spawn it anyway, under any condition
John Smith the issue here is that entities render outside of their spawner, due to the way of fixing not all entities are the same scale, the enderman was fixed and now is smaller then the skeleton.
that's the way how ProfMobius (Thomas Guimbretiere) decided to fix it



Not only does this still happen in 1.7.4, but it's a frightfully common bug and all mobs can do that, not just animals and not just babies. I have a zoo map where I have rooms with mobs of each kind, and each mob has PersistenceRequired:1 and Invincibility:1 tags. If a mob (let's say a cow) is near a thin wall (glass pane, iron bars, doors etc.) and then you quit and reload the world, in most cases it will already be on the other side of the wall. This can also happen if a mob pushes another one into a wall - mobs get stuck in it even if it's a solid thick wall made of 3 layers of stone. Thanks to invincibility tag, mobs didn't suffocate on my map and they were really stuck in the wall, with blackened colours. Squids and bats are especially prone to execute this bug.
Newest snapshot doesn't fix that yet either.
Still in 14w17a - breaking the lower part of the big plant shows a sunflower blossom for a while
Fire is still visible in 1st person in 14w20b - spectators are not supposed to interact with the environment at all, and I think this is a bug.
1st person fire is more of an anomaly than a bug, but I still think it should be fixed - it obscures their view, and common sense tells that lava and fire wouldn't be able to interact with a spectator,even if only they see it.
confirmed in 14w20b
still in 14w20b
Still in 14w32d
Still present in 14w34a
Still present in 1.8 prerelease 1. Come on, this is a serious bug that didn't exist in 1.7 and needs fixing before 1.8 comes out.
Still present in 1.8-pre2 ...
What would the point of this tag existing be then? It's definitely a bug.
I agree. This should be treated as a bug, this tag has lost its original use, and instead gained... nothing.
Duplicate of
MC-46710.Confirmed for 1.8-pre3
Still unfixed in 1.8 release
Confirmed for 1.8.1-pre3
Still in 1.8.1-pre5
Still present in 1.8.1
Still in 1.8.2-pre1
Still relevant in 1.8.1-pre2, and also affects Killer Bunnies.
Ah, so just not to make is easy to kill them on Survival by packing them into minecart, you disallowed Wither from riding ANY entities? (see
MC-75585) This is not a good approach, you should also think about map makers who could use the riding feature for example to suspend Wither in the air, which they cannot easily do because of this.I think they intended the Dragon's Breath potion item to be thrown like that, but instead coded fire charges by accident to do that.
Still an issue in 15w38a
still in 15w38b
Please re-open.
In 16w02a it still affects (at least) endermen.
Still a problem with wolves in 16w02a
Wolves still suffer from this in 16w03a
@up
In 16w03a these are affected, and also enderman seems to be a bit too small (compare with skeleton or zombie). Also, Ghast's body corners are outside the spawner aside from tentacles.
Still present in 16w04a
Still present in 16w04a
Still in 16w05a
Still in 16w05b
Still in 16w06a
Still in 16w07a
Still present in 1.9-pre1
Still in 1-9-pre2
still in 1.9-pre3
Still in 1.9-pre4, but is it even worth reporting since it's unfixed from MC 1.4? I won't bother from now on if they just ignore it.