mojira.dev

CallMeChris

Assigned

No issues.

Reported

MCPE-175873 Most mobs do not attack the player if the player has invisibility and comes closer than 1 block Won't Fix MC-235027 Invisible players cannot provoke piglins, piglin brutes and hoglins when hitting/shooting them Confirmed MC-199589 Hitting mobs in Creative mode and then switching into Survival mode causes the mob to target you Confirmed MCPE-98568 Blocks that are shorter than full blocks limits how fast a mob can run Fixed MC-198068 Some entities randomly stop attacking or fleeing during pathfinding Confirmed MCPE-92901 Channeling destroys all item drops from players and mobs Works As Intended MCPE-85606 Invisible players cannot provoke Endermites when hitting/shooting them Confirmed MC-182170 Mobs spawn at a much higher than normal rate in Nether fortresses, especially in soul sand valleys Confirmed MCPE-71004 Walking animations of certain entities play too fast Confirmed MC-166359 Experience orbs do not render behind other experience orbs when viewed from certain angles Confirmed MCPE-47250 Cannot import Worlds and Resource/Behavior Packs in iOS 13 and above Cannot Reproduce MCPE-37640 Buttons staying highlighted after clicking and exiting the menu Fixed MCPE-35564 Door/gate open and close sounds do not match action Fixed MCPE-31500 Transparency does not work correctly on 2 layer on skins Won't Fix MCPE-15425 Instant Healing/Harming Potions have incorrect splash particles Confirmed MCPE-12031 Center of double chest has a gap in its hitbox Confirmed MCPE-11181 Experience Orbs Not Being Absorbed Fixed MC-1538 Sound glitches when too many sounds are supposed to play Confirmed

Comments

Still an issue in 1.21.130. This appears to be due to a copy/paste of the skeletons .json file without modifying avoid_sun to be false under the navigation.walk component. Setting it to false will completely fix this issue.

Can confirm in 1.21.130. This is because the Wither Skeleton is completely missing the behaviour.avoid_mob_type component in its .json file. Since its already in the skeletons .json file, fixing it is as simple as pasting the code from the skeletons .json file.

Still an issue in 1.21.130. Fixing this is very simple. For zombies, husks, and drowned, adding the follow_range attribute and setting it to 40 blocks will fix part of it. Changing max_dist to 40 and also changing within_radius to 40 under behavior.nearest_attackable_target will completely fix this issue. Zombie villagers do not have within_radius under behvaiour.nearest_attackable_target which would need to be added to fix their low detection range as without that it defaults to 16 blocks. For the other entities, refer to GoldenHelmets comment as they explain the rest.

Still an issue in 1.21.130. With your fix GoldenHelmet, setting the follow_range attribute to 128 would make z.piglins see and retaliate again players from 128 which would basically be MCPE-43706 but for zombified piglins. Setting that to 40 and the broadcast range to 40 rather than 32 would match java edition entirely.

This hasn’t been fixed. I can still reproduce it in the latest snapshot.

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I can confirm this issue. This relates to MC-302622.

This issue still happens, however I have noticed its purely visual and only happens in a game with multiple people. This issue also only seems to occur to 1 person at a time and also is completely random.

I can confirm this issue on windows/iOS.

As a moderator stated in your previous report (MCPE-233060), there is not enough information to reproduce or understand your issue. Simply stating that you cannot connect to a server is not enough information to reproduce a bug.

I also cannot reproduce this issue anymore. Gonna request for this to be closed

Still an issue in 1.21.124.

This is definitely a duplicate of MCPE-182594. The screenshots show the hp being stuck at 19.

Pretty sure this is a duplicate of MC-101579.

Can confirm this in both the latest versions.