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MC-7900

Creepers Arm Mid Fall

Creepers tend to start their fuse mid fall when dropping from above the player. In almost every case you cannot hear/see the creeper coming and explodes just as it hits the ground resulting in an almost inescapable blast. Ravines are the most likely areas this happens.

This is very much annoying and it would be much better if the creeper had to be standing on solid ground before it could begin arming (however not to cancel).

Linked issues

MC-8477 Creeper doesn't make sound when Kamakazi-ing Resolved MC-104585 Creepers explode instantly while falling Resolved MC-105431 Creepers not making a fuse sound when exploding Resolved MC-130260 Creepers jumping off cliffs explode near instantly. Resolved MC-135145 Creepers will sometimes not sizzle before exploding or will explode prematurely Resolved

Comments 7

Kamikaze creepers! I think this works as intended.

I think they should not need to be on solid ground to arm (think following in water, or hopping up/down while following along hillside, or a creeper and player falling on the same height creeper approaching the player, etc.), but certainly starting up prematurely (by vertical distance) isn't intended.

EDIT: looking at the source code, creepers do not ignite too early, but they do ignite (and "burn" some of the "fuse") by the fall damage. Thus, if they happen to be near a player when they hit the ground, it can be almost instant explosion.

So, the apparent effect is intended.

This actually works as intended, you might not like it, but it's funny as hell 😛

I think this is a bad "feature"/"bug" that should be removed.
1) If the player sees a ravine with, for example, diamonds on the bottom, they go for it. But if a creeper the comes from a cave above you and insta-detonates on top of you, that is a game-breaker. You can never clear out ALL the caves above you, so creepers could fall on top of you. But if they do, you should get at least a few moments to either switch to your sword and block or hit it to push it away.
2) As Vechs said: "If the player dies, it should be because he/she did something wrong him/herself."

For feature suggestions/changes please use the MineCraft Forums: Suggestions.

Wim: if the player sees diamonds and goes for it with the blind greed without making environment safe first, it is the player's fault/problem/lesson. And death in this game isn't a game-breaker. And yes, you can clear out all the caves above. Been there done that in more ravines than I care to publicly admit. But it sure takes time and patience.

It can sometimes be very very slow and requires lots of work, but it can be done. For example, in order to make one double-ravine completely safe, it took me about 3 evenings of work, first building paths up, then safe platforms, then spamming torches, then slowly downwards etc. etc. Eventually, the whole place was fully "torched" and any unsecured side-caves closed, safe.

The most difficult situation is when a tunnel ends into a ravine at higher than bottom (or other similar arrangement) where it is not possible add blocks from the safety few steps back in the tunnel, and where a creeper can jump down on the player's ledge from the opposite direction. In such case the player can not build the necessary safety without first getting fully on the edge, to which the creeper could jump and detonate on. But even in that case, player can dig a tunnel to get different (and safe) approach.

MC-50754 is not a duplicate of this one, MC-50754 doesn't require a player to be nearby, this one does.

Jon Archibald

(Unassigned)

Community Consensus

creeper, explosion, silent, unavoidable

Minecraft 1.4.6, Minecraft 1.4.7

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