mojira.dev

gnembon

More than one avatar was detected! There might be multiple accounts sharing this same name.

Comments

Efhraim: stone growths, yes. Sulfur forms from hot gases escaping the holes. Can generate in all directions.

Apollo: yes, maybe. You would get a cool ring i reckon. Seed?

Instead of blocking it, we decided to embrace the fact that they can peek through the surface and include sulfur cave features on the surface as well. Its a really rare occurence, so we thought it would be best if it feels like a rare find for the players. After the fix the area in 934598 seed should look like on the attached image

[media: 2026-05-15_10.46.48.png]

In the recent snapshot 26.2-snap-6 we are changing generation of sulfur caves.

None of the repro seed seem to be exhibiting the behaviour described in the bug report.

Please confirm if the issue still occurs

I believe portion of the drag to compensate would be:

effectiveDrag = Mth.lerp(portionWithMovement, 1.0f, getAirDrag());

as it should be → 1 with portion → 0 and → air_drag when portion → 1
then applied to the simulated path traveled:

(gravityCompensation - currentMovement.y) * effectiveDrag * restitution

With the repro it seems to work just fine. Will push it out next snap and you can test it out.

This is actually very possible. You may end up with different velocitities at the top depending on the quant of time/space the game runs on and total energy should be preserved. The game was loosing that energy before due to tick quant rounding errors, now it compensates for that. Is that the case?



Players holding any regular item have 1 attack damage. Item tooltip reports that total damage when dealt by player, so for wooden and golden spears, that’s also 1 (total, including player dealt damage). So any rotten flesh is as good for direct damage as golden or wooden spear. Mobs in general only compare weapon items by their attack damage and it is by design that wooden or golden spears are as good as rotten flesh.

I know that understanding game mechanics might be difficult at time especially if the feedback the game does is confusing, but I am glad to see you using the trick I discovered!

Our fix was as follows:
- fixed calculation making sure only damage modifiers are used when calculating how good an item is as a weapon
- allowing piglins to prefer golden spears, as they prefer crossbows, allowing them always to pick it up.
- for the remaining mobs, including all zombies, they still use the damage based calculation, so if they hold wooden or golden spears it is as good as any other item.

Lunge didn’t work on ladders at all. We have fixed the issue by allowing players to use the Lunge. Lunge only adds momentum in the X-Z plane, so you have to be looking not directly up to benefit from Lunge. This is intended behaviour of Lunge.

Golden spear provides +0 attack damage, so it is correct that any item will be as good as the golden spear. We decided that the piglins recognize the utility of golden spears and will pick them up more eagerly, but all undead that wield the spear will use existing logic of attribute comparison, meaning they can be tricked to dropping it off.

Spear damage / knockback depends on speeds and spear angles. At lower speeds, not ideal spear angles damage is dealt, but not knockback.

Suspect the hardware was not able to run the game at a 100 tps

Repro steps are present. Was able to reproduce

Java duration is intended.

Bedrock duration is wrong

 

Bug is now tracked as a bedrock issue.

ok folx. the title is little bit missleading.

The creaking respawns when the creaking heart got their previous creaking despawned via day/night cycle for example. Then any subsequent creakings will have problem persisting.

invulnerability frame is used for other things, like sounds etc. and creaking should still have them.

ok, providing proper state demonstrates it is not an issue with the enderman. I was not correct with initial justification, but it turns out it is a feature request/wai at least

 

/summon minecraft:enderman ~ ~ ~ {NoAI:1b,Health:1f,carriedBlockState:{Name:"minecraft:resin_clump",Properties:
{"east":"true"}
}}

 

works just fine

Feature request - enderman cannot provide state definition, and default state of resin clump (no sides) have empty loottable, Similar to glow lichen

all idle ambient sounds should use the same subtitle: Eerie noises, subtitles.ambient.sound

Happy little accident. It's a keeper.

As designed. Creaking will trigger if a player looks at it from less than 12 blocks. Otherwise it remains neutral. Player can stand next to creaking facing away from it and also won't get targetted.

Load more comments