(It says 16w05a but it's 16w05b, the bug tracker didn't have 16w05b and now it's archived. If a mod sees this, please remove it from the archived, as this bug is only due in 16w05b)
(I don't care if Searge said this is Works as Intended, I'm not ignoring this bug until it's fixed.)
As of previous versions and snapshots, NoAI
would remove the entity's AI and make it ignore its Motion tag completely, however as of 16w05b this is not the case. The AI is removed, but the Motion tag is still obeyed.
Now please don't go ahead and quote Searge's
Any part of an entities behavior that is not implemented as part of the AI is not affected by the NoAI tag.
It's getting seriously annoying.
The no gravity thing anyway was forever here, and the chances of it being intended are 999/1000. Plus, if this removal is intended, the entire concept of NoAI
is useless.
For the sake of making a good report and getting more interest, I'll use the normal report format;
What I expected to happen was...
The entities that have a NoAI
tag set to 1 won't obey physics.
What actually happened was...
The entities with NoAI
set to 1 would still obey physics.
Steps to reproduce:
1. Open any snapshot or version between snapshot 14w32a to snapshot 16w05a.
2. In a normal world, use the command
/summon Villager ~ ~ ~ {NoAI:1}
(This could be most entities, but villagers are one of those that seem to work best)
3. Observe the villager/entity not obeying psychics (Not obeying gravity, punching/shooting it won't result in knockback, can't push it, etc.).
4. Open snapshot 16w05b or higher.
5. In the same world, observe the villager/entity obeying psychics (If the villager/entity is no longer there, spawn in another one. You can also use another normal world).
Linked issues
is duplicated by 10
Comments 33
Unfortunately, WAI. MC-75979
@@unknown That report is the opposite of this report. As of 16w05b, NoAI
no longer obeys a rule that it has obeyed since its existence.
}xD It gets bumped automatically with new versions, if it still persists 😸
Not sure if there'll be a NoGravity for all entities at one point, but until then just use the workaround }=Þ
this was no meta-discussion but a (hopefully) on-topic-helpful comment }=Þ
OK, I don't wanna get more warnings on being off topic, so I'm gonna make this quick; So far, the workarounds you suggested each has its own problem. The first one, as you said, doesn't work in water. The second one, what if you want to have lots of floating entities at the same time? That's lag.
Use one of the solutions I suggested for having an entity float - give it levitation with a -1 amplifier for example: /entitydata @e[type=Enderman] {ActiveEffects:[{Id:25,Duration:999999999,Amplifier:-1}]}
In general you should be able to find an appropriate solution with a combination of these:
*Give an entity levitation with a -1 amplifier
*Run a clock tping them to the spot where they should be at
*Run a clock setting their motion to Motion:[0d,0d,0d]
*Have them ride an entity that isn't effected by gravity/knockback - ie: NoGravity armor stand or an area effect cloud
*Have them join a scoreboard team which has the collisionRule set to never
This is not a discussion forum, as our mods said before. Last warning. Take this discussion somewhere else, please.
Confirmed.