mojira.dev

expected result:
The tridents would not repel entities.

Actual result:
The trident will repel the entities.

How to Reproduce

  1. Throw lots of tridents on a block.

  2. Move the entity to the same block the tridents are on.

The trident will move the entities farther as the number of tridents increase.

Related issues

Attachments

Comments

migrated
[media][media]
GoldenHelmet

I've attached a video showing both manifestations of this bug: a trident cage preventing a zombie from moving, and zombies bouncing off of tridents that they land on.

migrated

It appears that tridents can cause entities to clip through blocks. I am not sure how to generalize this glitch, but it is probably caused by trident knockback.

migrated

I can confirm that trident hitboxes are at least half a block wide, which is larger than I would expect. The test involved floating-point precision errors, so I cannot give an exact size. However, the size rounds to at least a full block past 4,194,304, meaning that it is at least half a block in the playable region.

GoldenHelmet

Entities can have a collision box that affects their interactions with blocks and entities in the game without repelling or "colliding" with mobs, simply by setting

"minecraft:pushable": {
				"is_pushable": false

This is how vanilla armor stands work. I have attached a behavior pack that fixes this bug by applying this setting to thrown tridents:

[media]

.

Note that this setting does not impact the ability of tridents to hit mobs. Projectile hits do not use either the is_pushable setting or the collision box (the latter is reported as a bug at MCPE-118695).

The trident collision box is as follows, from thrown_trident.json:

"minecraft:collision_box": {
				"width": 0.25,
				"height": 0.35
			},
migrated

Affects 1.17.40.20

migrated

(Unassigned)

386131

Confirmed

Multiple

Nintendo Switch

1.17.30.24 Beta, 1.17.11 Hotfix, 1.17.0.56 Beta, 1.16.0.59 Beta, 1.14.2.50 Beta, 1.14.0, 1.16.20, 1.16.200, 1.17.30, 1.17.40

Retrieved