As of 13w16a the custom health option doesn't work anymore.
How to reproduce,
-create a custom spawner using NBTExplorer or the NBTEdit mod
-make the spawner spawn villagers with the TAG_Short 'health' set to 0
-You will see the villagers will stay alive
in 1.5.1 and 1.5.2 the villagers will actually die. So this bug will break all pre 1.5.2 maps.
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This seems to be a bug fix rather than a bug. If you set health to zero, it's health is ZERO, and when it's health is zero, it should logically die.
That was the whole point, you can spawn villagers and make them immediately despawn. That's usefull when you want a redstone to get powered only when someone is on a certain position. The villager would trigger a pressure plate and despawn. Now I'm going to have to use items. That will work just fine except item spawners will create glitched stone items once, and that's just annoing. Plus this breaks all pre 1.5.2 maps
But would it cause too much of a problem? Normal Death animation is about a tick for most, I don't think it should cause too much delay...if you spawn the villager one block above the pressure plate it should work.
Edit: Also, you can edit the Death animation manually with the NBTTag "DeathTime". Try setting it to 0 ticks.
Hmm I'll try that. But I think you will hear an annoying falling to death sound. Plus this doesn't take away that all pre 1.5.2 maps using this will be broken.
I'd recommend experience orbs with a value of 0, if that works - no accidental pickup if the player is too close to the redstone.
Sadly, there's no practical workaround when you actually need a mob with above-average health, i.e. for a boss fight. The closest approximations I've found are Resistance and Regeneration status effects, which carry their own limitations. From what I can tell, even items that adjust their max health won't actually work.
Oh that's a good idea actually. Well I'm going to leave it the way it is now because usually I put the pressure plate more than 15 blocks away from the player so you can't hear the sound.
Jeb said this is changed because of this.health or something, but I don't get why this was changed in the first place. I understand why you can't set a custom UUID that's because other wise you will crash the game, but health and rotation just doesn't make sense.
Updated zombietest3 - zombies have custom health in this version. I'd like to thank my friend Arkantoswar for being able to produce a functioning custom health mob spawner - it seems mine had a silly mistake due to the wrong tag names getting copied.
Zero health instant-dying no-item-or-experience-dropping mobs are also possible, if the attribute sets the base health to zero - this is demonstrated in zombietest4.
From what I can tell, this can probably be closed as "Invalid" or "Works as Intended", as Dinnerbone said the method to create custom health mobs will change in 1.6 (as it has). As long as it is possible in some reasonable way (which it is), it doesn't really seem like a bug.
thanks!
rotation however MC-15511 still doesn't work :/
Can a mod close this issue?

Sure.
relates to MC-15511