mojira.dev

Weena von Friebenschtein

Assigned

No issues.

Reported

MC-4254 Endermen teleport psychotically when on fire / during rain Works As Intended MC-4253 Endermen are rendered hostile if they take environmental damage Fixed MC-2598 Torch particles mis-render Duplicate MC-2017 Minecarts no longer collide with paintings Incomplete MC-1863 Can't resist water currents Duplicate

Comments

Hooray, searching before posting a new issue saves me from an embarrassing incident.
I can certainly vouch for this, and it's a particularly annoying bug which has been present for as long as I can remember.
Despite the fact that this is one of the relatively early bug reports, I'm surprised that this hasn't yet been fixed.
As a result, nudges this issue

Hearing this from you does indeed help clear things up, and I appreciate the response. I suppose my reporting this stemmed from old impressions, where seeing an enderman vibrate usually meant that unless you're well-armoured, you'd ought to run for cover. It gave me quite a fright the first time I stumbled into this new mechanic - when I left my house unarmoured to collect some wood, the first thing I saw was what appeared to be a hostile enderman. Like all things new I guess this might take a while to become accustomed to.

For me, it's a little strange to see an enderman walk around idly, quivering like a madman with its jaw unhinged. It feels somewhat contradictory and almost seems to be scared itself, rather than scary (pardoning the initial leap off one's seat). However, I will admit that it's rather intimidating being at at enderman farm, where each and every one of them look like they're just raring to kill you.

Once again, I guess it all has to do with old impressions, and when I think about it, there's nothing all that bad about endermen taking on a hostile appearance, just that it might frighten or miff people unaccustomed to it. If I were to make a suggestion, it would be that endermen only retain the scary look temporarily when taking environmental damage.

Finally, regarding the issue I raised in MC-4254, it all comes down to me titling it wrongly, as I agree that teleporting everywhere would be reasonable behaviour. However, there's just a small bug that comes with it: "If they are killed while on fire, they'll still attempt to teleport and their body (along with their exp) will be warped to their 'chosen location.'"

Thank you very much for your time. 🙂

Yeah, that's what I'm guessing too.

Are you sure the squids didn't simply despawn?

Rather, I've found that feather falling negates a varying amount of fall damage, rather than a solid percentage/amount each time. Perhaps this is the real problem?

They stop following you when you move out of their line of sight or too far away - just be patient and they'll keep with you. If they do stop following you, however, they recheck every 10 or so seconds for any player within the vicinity holding wheat, so they'll start to follow you again.
/However/, I would prefer for them to, instead of rechecking every 10 or so seconds, immediately follow you as soon as you walk back within range or take the wheat out again. I will admit, waiting for them to register it can be irritating.

I did search - it just didn't come up, presumably because the keywords I searched for were not listed as tags on that one.

Personally, I don't actually mind this.

The thing is, fixing bugs rather than adding features is exactly what Mojang is doing right now, thanks to this site, so I don't quite see the problem.
Those two quotes were most likely said in good humour rather than entirely literally, though through programming experience I can vouch for the fact that fixing a bug has a tendency to produce more. Not to say they aren't doing their jobs properly, though! (Hooray for double negatives)
Mojang work very hard on Minecraft, and while it may not seem like it, the API is most certainly underway and the Dev Team is working tirelessly on these bugs (exemplified in all the bug fixes of 1.4.3).
That's all from me.

Are you sure your game difficulty is not set to peaceful?
Wolves won't do any damage if it is.

Fish do not appear simply because they do not exist - a fish mob has not been implemented.

This is a bug that I consistently experience - for some reason the Minecraft sound engine requires prompting to get started, such as clicking on a menu item any number of times from 1 to 300 and beyond.