mojira.dev

Kahless

Assigned

No issues.

Reported

MC-64156 Creepers flash white when exploding Duplicate MC-58758 Cave Spiders spawn inside walls and ignore light. Duplicate MC-58376 Items in hand floating, not "held" Duplicate

Comments

Nope. Just tested in 1.8.3 and I can confirm it's still there, same as before.

Using Blazes, I can also reproduce this by simply crushing the blaze, rather than killing it by hand. It seems like the pigmen remember getting attacked by something, and thus they are angry. Their target is the mob that attacked them, but they refuse to attack other hostile (like Skeles, Blazes), so they simply stand there angry. As soon as the mob that angered them dies, they redirect their anger to the nearest player.

Interestingly, it seems like having the offending blaze killed by another blaze doesn't seem to do it. Or maybe I was doing it wrong.

I can still reproduce this in 1.8.1 Pre 4.

I see it occasionally in pre3 still. It's nowhere near as bad as it originally was, but it does happen.

Paul, was it their first time in the water? Because I think it might be a permanent change once they change direction in water, even if they get out and enter back in again - as I'm pretty sure I've seen that happen.

Yup, they used to be able to swim in water in 1.7.
This might have something to do with their new AI, since they started doing social aggro (like zombie pigmen) in 1.8.

That's a very good theory. I tested in a creative world, by tying a horse to a fence at 0,0 and then teleporting it various distances away from the fence
/tp @e[type=EntityHorse,r=15] 0 ~ 9
/tp @e[type=EntityHorse,r=15] 0 ~ 10

With the prior command, the horse bounces back towards the fence, and then walks towards the fence.
With the latter command, the horse breaks free and walks towards the fence. A lead item appears 10 block away from the fence. The fence still has a knot until I reload the chunk (e.g. exit and rejoin the game).

Perhaps the falling entities don't bounce back towards the fence (like a mob hanging from a fence, which just bounces and accumulates fall damage)

Copying over this info since it seems useful:

Blazes used to float in water and lava in 1.7.10 and 14w05b, and no longer do in 1.8 as of 14w06b.

For reference, 14w06a is when all mobs got the new AI.

Confirmed. Blazes used to float in water and lava in 1.7.10 and 14w05b, and no longer do in 1.8 as of 14w06b.
For reference, 14w06a is when all mobs got the new AI.

Jonathan, I think that's a separate issue. Normal mobs float in water, so their vertical movement doesn't seem to be restricted. I'll have to do some testing. It may be caused by the same thing, but they seem to be different symptoms to me.

Edit: What you describe only affects blazes, and it doesn't have anything to do with them changing direction of movement. Blazes simply no longer float. Other mobs, such as zombies, do float (in both water and lava - the latter may require fire resistance for them to stay alive long enough to tell). Looks like the following ticket was recently opened for the issue:
MC-69582

@Tobias, the mobs swimming slow is covered by MC-48616 and seems to predate the threaded AI. There might be other tickets open regarding your teleportation concerns. Remember to vote on issues.

Can someone clarify what the issue is and how to reproduce this? Because mobs are floating (swimming) for me. Including Silverfish (they float and don't just sink to the bottom and drown - even in downward flowing water).
Also, this is NOT about them swimming too slow, as that's MC-48616.

Still present in 1.8-pre1

Great description Ioan Vira.

Still affects 1.8-pre1

Still present in 1.8-pre1

I can confirm that this was fixed in 14w34c and regressed in 14w34d, so now the issue is back 😞

Confirmed still in 14w33a. Lol, I broke 2 blocks to find out.

Confirmed fixed. Now sounds like the slime slapping sound.

They did remove the rabbit teleporting in MC-64395.