mojira.dev

Femix Zn

Assigned

No issues.

Reported

MCPE-26089 Hoes take damage when breaking blocks Works As Intended

Comments

Same on Windows 10 Beta.
I did some quick testing. Here's what I found. I tried both a controller and keyboard/mouse.

In survival...

  • On any instant breaking block (grass, crops, shrubs, flowers, mushrooms, etc.), the game performs the "punching/hitting" action exactly once and stops. You need to let go of the mouse/trigger and re-press it before breaking anything else.

  • For any non-instant breaking block (grass, stone, wood, leaves, etc.), the game behaves as expected. You continue breaking blocks when you hold down the trigger.

In creative, it behaves generally as expected. You break all blocks instantly at the exact same (albeit somewhat slow) rate while holding down the trigger. It doesn't matter if it's a dandelion or bedrock. Works the same.

Confirmed in Windows 10 1.2.0.31 (Better Together Beta), however, the game does pause when it loses focus.

Bug or not, this is an incredible nuisance for a Java veteran like myself. It makes me not want to play. Please consider changing this behavior.

@Daniel, I suppose instead of trying to remember where it last was, you could just detect what kind of bloc it's "in" or bordering, at least, and try to make it walk away somehow. I know partial blocks like slabs, stairs and fences have issues with collision. I'm not sure if that would make the pushing code more difficult or not, but a little experiment could answer that.

Is there a way to tell what kind of fence (corner, wall, end, etc.) it is? Like, do they have separate values from each other?

Edit: Scratch that. Looks like you got it more or less fixed. I forgot to hit refresh on the page. xD

Solving most of the problem is nice, and it makes this much easier to deal with. But I still run into problems with mobs (primarily chickens) escaping without any world loading/saving. I suppose that would be the leftover 10%.

May I sugguest that when a collision is detected, the mob would automatically reroute itself to walk (in a straight line) to the last non-solid block (air, string, redstone, etc) it was on? As to prevent it from getting confused in fences and such.

Phillip's on the right track above, but I feel like simply adjusting the position could potentially make the problem worse. Then again, I'm not exactly a code junky.

You guys seem to be bickering a lot, but then I'd also be off-topic...

I can confirm this happening to my chickens, sheep AND villagers (because I made a village in my backyard) on my world created back in August 2012. Hitbox size probably makes a difference in frequency, but it still seems to happen to most/all mobs every so often. I often find myself fighting with them to push them back inside their pens, but just watch them pop right out. It gets rather annoying.

An interesting note: I've been able to push myself into blocks under certain circumstances, such as the double chests in my storage room. So, in a way, the issue may persist in even the player.

I can at least confirm that the hitbox of blocks does make a difference. Try making a pen out of anvils two blocks high. I'm almost positive they'll escape very frequently.

@Tails: You seem to be watching this issue a good amount. Can you tell us if anyone's looked into fixing it yet? I see there's no assignee yet, but it does seem to be a popular issue.

I've experienced the same issue: 1.4.7
I bred a LOT of villagers in my complex (because you can do that in Minecraft), and one of them which I got was a priest offering 7 Glowstone for 2 Emeralds. First reaction: BUY IT ALL. Which I did. Bought three bunches of them in one interaction, which caused the trade to lock. When I closed the interface and reopened it, the offer was there, crossed out, and no new offers were available, making the villager basically useless. And disappointing, because I want MOAR GLOWSTONE.