Can confirm on 1.21 for players in boats, piglins with crossbows in boats, and pillagers generally.
Other mobs seem unaffected when forcefully given a loaded crossbow.
Digging around in 1.19.2 with official mappings (yes, I know, it's stale but I don't expect much will have changed),
IllagerModel
, HumanoidModel
and PiglinModel
, all models capable of rendering a loaded crossbow for illagers and common bipeds (excluding villagers), delegate to AnimationUtil.animateCrossbowHold
, which does all the rotation calculation on the arms and head. It might be viable to use Mth.clamp
to as a means to limit the rotation, if messing with the math to limit it otherwise isn't feasible.
This issue seems to extend further than just leads. Entities that are riding the bees, should you spawn them in, also get stored while persisting in the world, allowing duplication of whole entities.
A potential fix would to wipe the tags Passengers and Leash when the bee gets 'saved' in the hive, since the leash drops and the passengers persist in the world despite the bee going in the hive.
This here: I like it much more better. 1.8's potion effect jumping the screen "feature" or as I like to call it, annoyance, has been around for a while.
Possible fix is to force the enderman to set the meta to 0 if it is cactus.
Can confirmed for 1.9.4.
Does this happen in the latest versions: 1.9.4 and 16w20?
Please attach a crash report. It would be much more helpful that way.
Would consider this incomplete. Can you please fill out what was happening when you tried?
Ok. Wonder how I didn't see that when making sure wasn't making a duplicate.
Hmm, it is semi fixed itself, but the leash is invisible. Wired.
This is because they reintroduce the player pushing mechanics. So that means players can now push other players places. Including on ladders.
Why is this fixed if it is an intended feature via MC-7543 or are they just now deciding they are now just going to allow all chests to be hoppered out and in of?
Mitch, I think the crash is caused by a bad item ID or plugin. You should know that Mineplex is a modded server and is not compatible with 1.9. You should be playing it in versions compatible with it, which is 1.8 right now as there is no MCP for 1.9. (That MCP is half a year away.)
This is caused by the player being teleported to the nether at coordinates divided by 8 then back to original pos and back. And at the original pos, there is a fire or a lava spill there.
This should be handled by Java, though usually those crashes are rare. Can you try to recreate it again?
The skeleton spawning is spawning client side when it should be spawning server side. It is like a client side slime bug. That is the reason because the skeleton doesn't do stuff and doesn't surn during day. Skeletons with no AI can still burn because that is on their onUpdate code not being blocked by the NoAI tag.
Looks like the skeleton is spawning client side. That shouldn't happen.
Ok.
Can confirm that alex model has this bug. Is not unique to a skin model. Must be the json files.
Can confirm in 1.21 with a skeleton and player in a boat. It however doesn't apply to illusioners, despite having a bow, as they use a different pose when firing.
For the relation of MC-96138, I'd say it'd only be a 'caused by', as the boat is a second cause, and can happen with a player model as well.
Doing a bit of code analysis,
HumanoidModel
'sposeLeftArm
andposRightArm
functions sets up how the arm should be posed, including on the case ofBOW_AND_ARROW
. It maybe possible to adjust the math to not have the arm clip through the body, although clamping the rotation of the arm may suffice too.