mojira.dev

Zaecus Celestis

Assigned

No issues.

Reported

MC-7401 Potion of Invisibility Extended failed when going through Nether Portal Works As Intended

Comments

I have a chicken with an invisible jockey that I tried to cure hoping it was a zombie villager. It makes zombie and chicken noises, and the particle effects are coming from above the chicken, but I couldn't feed it a golden apple.

Edit: How odd. When I killed it from above, the chicken died with both a chicken and zombie death sound, and there was no zombie running around, invisible or otherwise. With the new broad swing from the sword, I can't be sure I wasn't doing damage to both, if there were actually two, but if that were the case, I would have expected the chicken to die first and leave the zombie behind.

Edit2: Ok, finally read over all the comments, and I'm not adding anything new. Sorry.

So far, the only problems I've had in my testing is that a small number of chicks pop through the fence of a seriously overcrowded past regulations pen when they grow up. No other escapes. No deaths.

Is anyone seeing this in 14w29b? I haven't finished testing, but my current experience is that this problem may have been reduced or eliminated, at least in brand new worlds. Anyone testing this in an already existing world?

I'd be happy if it got the same attention as the structures not saving bug (witch huts, nether fortress, etc.). Both have player submitted fixes. One is fixed, and there's no indication the fixes submitted in the comments here have been looked at beyond a mod saying they couldn't be posted as attachments.

I've noticed something... odd since Jeb announced he had fixed this. Everyone noticed that problems with baby animals stopped, or at least reduced, but I have three animal pens in my spawn chunks, and both the cows and chickens regularly break free of their pens, but the sheep are packed into a very small pen, two of each color, and I haven't seen a single escapee. Not one. And they're packed in their so tightly they vibrate like they're about to explode.

Sounds like an excellent idea to me, as soon as an actual developer gives some kind of indication that they've seen them. After that, reposting the links becomes redundant. Until then, it's topical, not spamming.

Tails, like everyone else at Mojang, is obviously not reading these comments to any great degree or he would have seen where Daniel said in an earlier comment "(Unless that is against the rules...?)" and responded with something other than a completely silent removal of the file. I suspect that only changes when someone gets assigned to the bug.

This is not intended as a slight against Tails. I'm quite sure he's doing an excellent job as far as this part of his job goes. No one can read every comment, that'd be insane on hundreds and thousands of bugs. However, this happens to be the second most popular issue on the bug tracker--neatly bracketed by two other issues that are huge visual glitches that don't actually make it impossible to play the game. I'd think that would warrant some kind of actual attention when some users with actual skills get tired enough of the problem and start trying to fix it for you, with submission for testing of the fix.

The graphical glitch of mobs yoyoing back and forth between two locations may be related, but it's not the problem of mobs actually escaping, just a visual trick. The very first indication I had of the problem of mobs actually walking through walls was when a creeper walked out of my glass mob fountain in the middle of my artistic base so yeah, it happens with all mobs.

You've actually just illustrated the problem with "all these years." It's not one issue, and in fact, most of the issues affecting older versions have been fixed (I didn't say all!) The reason for the majority, at least, of recent complaints is that this problem came back in full force when the hitboxes were changed for baby mobs. Something was altered in the way hitboxes were calculated across the board, or in how they interact with other blocks, and this became a serious problem again.

Unfortunately, it's the same report as an ongoing series of problems so I'm not entirely sure it's even being seriously looked into because it's just that same old issue. Watch the people doing Let's Play videos. See how many of them are dealing with animal escapes or broken farm setups. They're not making a big deal about it because whining and complaining does not make for entertaining video, but they provide ample evidence that this is a New problem.

We must have been watching two different videos. The one I saw showed two sheep blithely walking through fences.

I'm not sure what you did, but after watching so many of them die for hours, I know villagers are not invulnerable to suffocation.

I have moved back to 13w04 because I had the villager I had been trying to breed grow up and get killed when another villager kid pushed him into wall SIX times. I did not log off and back on. I did not load or unload the chunk. I am standing 10-20 blocks away watching this villager spawn, waiting for him to grow up, then staring helplessly as another brat runs by and pushes him into a wall and he twitches to death.

Obviously this was something intended to counteract some kind of player abuse because less than half an hour after stepping back to the older snapshot, no sudden death syndrome, and i finally have several of the villager type I was trying to get. There has got to be a better way than whatever the team was trying to do that caused this.

I actually wasn't having this problem at all until I updated to 13w09a/b (from 13w04), now, nearly every baby animal I get winds up suffocating to death when I log out and back in, unless they wound up being spawned completely outside the enclosure.

The worst expression of this however is that creepers are glitching out of my mob trap, located nearly dead center of my base. I haven't had one blow up and take out hours of work, yet, but it's only matter of time at this point.

Okay. I definitely bumped into it when I came through the portal.

I was also about to add that I believe it was in pursuit mode at the time. Realized that might make a difference (but probably shouldn't?).