mojira.dev

Erik Broes

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Assigned

MC-252157 'CustomName' NBT tag still prevents wardens from digging down Fixed MC-252071 Warden still detects after death if signal is traveling before death Fixed MC-252038 Warden attacks immediately if hit during emerging animation Fixed MC-251824 Wardens aren't angered by being hit with damageless projectiles Fixed MC-251736 Reflected ghast fireball cannot hit the ghast Fixed MC-251690 Wardens can spawn on any non-full block, as long as it's solid Fixed MC-251652 Warden emerge/roar/sonic charge/dig animation (and possibly other similar animations) don't start unless the player looks at the Warden first Fixed MC-251650 Iron golems can spawn on non spawnable blocks such as leaves, glass, sea lanterns, etc. Fixed MC-251646 "death.attack.sonic_boom.item" displays raw translation string (is untranslated) Fixed MC-251641 Game crash regarding warden anger Fixed MC-251639 Warden emerging particles don't match up with block they emerge on the entire way Fixed MC-251601 Darkness rendering incorrectly when reloading the game Fixed MC-251594 Leads are leashed too high on allays Fixed MC-251500 Wardens ignore PersistenceRequired and dig away Fixed MC-251412 Warden afflicting Darkness to players in the same team Fixed MC-251336 Darkness fog flashes at high duration values Fixed MC-251323 Mobs target emerging warden/ warden faces attacking mob while emerging if dealt melee damage Fixed MC-251321 Warden can be pushed by explosions while emerging Fixed MC-251029 Warden froze and stopped being hostile towards the player Fixed MC-250966 Dying to the warden's sonic boom doesn't count as the warden's kill Fixed

Reported

No issues.

Comments

Sadly, this is a sideffect of fixing another bug, happens to all spawned wardens from older versions.

 

A newly spawned warden should behave properly.

I ended up putting a breakpoint in the 'hurt' method of the warden, if it would take fall-damage it wouldn't have despawned and then dropped it from max-height (no custom world) in a normal flatworld. So I think the fall was ~384-6 blocks total.

It roars but it lets itself be interrupted to melee something.

It could indeed happen that DURING the roar the target could already drop under 80 anger and cause this.

We boost the anger by 20 while roaring now, that should prevent this from happening.

@unknown: I am unable to reproduce what you said, the warden survived a fall from max-height perfectly fine.

@unknown: I found that too, from now on the flag is set always unless you pass in NBT manually (then you become responsible)

Awesome thank you so much for the repro-cases, I'll dig (no pun intended) into this and see what is going on!

That is in fact that happens.

Can someone provide some steps to reproduce this behavior if it is still happening?

But damage and particles are done at the same time, so 'at that time' the entity taking damage was there.

You probably die during your test at some point, there has been an issue with it's tracking for things that died, this should be resolved 'soon'.

It should only hit you if you are still in range the moment it finishes the attack. Is there a good way to reproduce that is not 'timing sensitive' ?

Works for me with right NBT data:

/summon minecraft:warden ~ ~ ~ {Brain: {memories: {"minecraft:dig_cooldown":{value: {}, ttl: 1200L}, "minecraft:is_emerging": {value: {}, ttl: 85L}}}}

Minimum 'valid' repro step:

/summon pig ~ ~ ~ {Health:1f,NoAI:1b,Passengers:[{id:warden,Brain:{memories:{dig_cooldown:{ttl:1200,value:{}}}}}]}

Would it be possible to provide a download of the world before upgrading and locations of your screenshots so we can take a look and see if we can improve it?

Ideally the worlddownload would be a backup before upgrading so we can try and replicate the issue.

Thank you for the suggestion, will look into it again!

Unable to repro, possibly already fixed.

The face is actually not at the top just very close to. We'd have to figure out why.

As with the bricks, this issue cannot be fixed and look good from all directions.

This happens because the particles are taken from the block-texture and that is mostly empty.