mojira.dev

Yeeun

Assigned

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Reported

MC-228723 Biome Depth of Rivers to low Duplicate MC-217478 Cannot place blocks with off-hand while holding Carrot in main-hand Duplicate MC-199804 Political Propaganda in Splash Messages Invalid MC-175378 Ender Dragon immune to Firework Rocket damage from Crossbow Duplicate MC-175377 Firework Rocket from Crossbow does not damage End Crystal Duplicate MC-175375 Firework Rocket from Crossbow doesn't agro Pigman Awaiting Response MC-158751 Dolphins get stuck when trying to jump from one pool to another Cannot Reproduce

Comments

Just wrote a comment about how to reproduce the shulker-buggy-and-stays-closed behaviour by group aggravating it and then pushed the target into a portal... but i realized that it goes a bit deeper into the group aggro stuff than i expected.

I don't want group-aggro mechanic to change, so i will just aggree wth cubicmetre that not having shulkers aggro at each other - which leads to weird happenings, including shulkers at the end cities themselves eradicating each other - would be the best soluton.

Is it possible that this shulker came from a portal in the first place and is still on portal cooldown?

A shulker that is group aggravated and its target dies by other means, does not group aggravate against a different target (but it aggravates against a player or directly attacking target just fine).

If you experienced an issue with that in cubikmetres or others farm design, it is because the target snow golem died, which would have eventually broken the farm anyway at some point (i assume that you have a dozen golems so you didn't notice that one died).

You can solve this issue by making sure that your golem doesn't die and is properly enclosed. Place a few more blocks around it and its fine.

When it is about a portal farm like in the video, i assume that you ended up with multiple bullets in your chamber, one hit the shulker and duplicated it and the other hit the new shulker and aggravated it towards the previous shulker which teleported into the nether and is not around anymore. Therefor the target is set (which deactivates regular PeekGoal) but it isn't around (so no peeking caused by ShootBulletGoal). This would be a problem in your farm anyway and you would have to fix the cause rather than asking for an AI change. One possible solution is to make the shulker extend through lava which shields the new shulker - which isn't extended on spawning - from a second bullet that would still be around. Same with scaffolding.

And when a shulker is in a minecart, it doesn't extend, but can still fire bullets. When a shulker is sitting on a block where it can't stay and tries to teleport away (but can't, cause its a killing chamber of your farm) it also can't start the PeekGoal (which is the regular opening, not the 100% opening when it is aggravated).... if you do not like this behaviour, consider building your killing chamber so that the shulker is sitting on a valid block for it to stay... it is not a good idea to have a shulker try to teleport away 5 times per tick, 100 times per second, anyway.

Edit: I assume that the PeekGoal can't be started in that case because it would mean that you could force a shulker to open into another block. The canStay requirement makes sure that it has room to open, and just happens to have the side effect that it now also can't open when sitting on, in example, SoulSand in an environment where it can't tp away.

We are talking about three different mostly unrelated things here.

Messing around and changing revenge AI (it isn't shulker specific code) would potentially break more farms than it fixes.

I would label this WAI.

 

How did this get solved?

Abandoned mineshafts don't have those dirt center rooms anymore?

how is this a feature request?

Get flooding with those as well.

It happens in a world that got updated since 1.14.

aaaand i will link to it here too.. relates to Microsofts now corporate 1h30min credits: MC-226535

Did you really sit through the whole thing to find errors?

Relates to Microsofts corporate 1h30min credits: MC-226535

Ocelots are unique in this behavior and are part of the hostile mob cap.

Fish, dolphins and squids also despawn, but have an own mobcap and they don't despawn anymore after you pick them up with a bucket once.

Intel HD Graphics 3000 does officially just support OpenGL 3.1.

However, there is a fix for Windows 10 floating around and it might work on Windows 7 too. But do you really not have any dedicated graphics card that you can use instead?

To make this relevant for the bugtracker:

Minecraft is now seriously raising its hardware requirements, which will kick many people out, and error messages like this are undecipherable for the ordinary average minecraft players - it would be great if the Launcher could detect your OpenGL version and could give you a good error message telling you what's up.

Can reproduce.

Fix this, Microsoft.

Can confirm, and i think it is the same thing that causes all those related issues as well.

It might even end up with shulkers that are somehoe invulnerable.

 

Do your job and fix it, mojang.

it also occures after duplication of a shulker. The new one that gets spawned in where the old one was can be slightly rotated.

I consider this WAI, as it was part of the changelog of the first 1.16 snapshot and a useful but not overpowered mechanic.

At this point i would prefer this to be WAI, as it is a reasonable and interesting way for hostile mob switches.

It survived the snapshots, rc and 1.16.x versions, it could as well stay now.

I also want to give a shout out to the mods who were overzealous and originally immediately marked this bug as WAI and closed it as invalid, together with a dozen other reports of the same problem, because a never ending source of mobs that never despawn and an ever increasing number of entities is apparently how it should be... until one of their own Helpers encountered the issue too.

Always remember:

They do it for free. They work for free for Microsoft.

Can confirm, have  multiple enderman all around the world stuck with an item in their hand, unable to despawn and not willing to tp away.

One of them ended up in an enclosed bamboo farm.

Another one stole a cactus in the nether and can't place it cause no sand around.

Another two are in a digged-out perimeter between bedrock (can't place blocks on bedrock).

I would prefer to just go back to pre 1.16 behaviour and let them despawn even with a block in their hand. It worked well like that. It also produces less enderman trash all around. Some caves here are really filled up with random enderman placed blocks now and i am scared about them breaking redstone contraptions with them.

 

Edit:

Also note that now because they can pick up roots and fungi, they are more likely to pick up blocks (and therefore can't despawn).
A fungi, root and flower is some seperate block sticking out and they are very likely to pick those. Fungis are also very picky to where they can be placed, further elevating the chances of the enderman getting stuck.

 

Edit 2:

Workaround would be to just not allow them to pick anything up with a datapack:

https://www.madcatgaming.com/enderman-anti-grief-data-pack/

I had the same issue, exactly what Thomas described, and can confirm that a server restart fixes it.

The world was 1.15.2 and got updated when bees were outside and about 70 blocks away from their hive in the nether. They were outside of their hive for weeks, because they used to wander away and couldn't find back. I did then lure back the bees to the hive after 1.16 and 1.16.1 update (because that apparently fixed bees wandering), they then never left the hive, even after hours of the chunk being loaded by a player.

I can provide a server log if really needed, but i would have to spend lots of time to anonymize it and it won't be any different from the log that Thomas provided, the world is 4GB+.

> firework rocket shotgun, the only feature that makes crossbows useful compared to a bow

> is broken since its introduction and still broken two full releases later

really makes me think

i will try it with a recent snapshot again and report back with a video if i can reproduce it again.

Thanks