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.
We like it this way
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.
in-game entity and block animations are supposed to slow down with tick rate lower then 20, and remain the same with tick rates above 20. Item spinning is not its movement, which would be affected, just the animations.
Cannot reproduce.
Wolves have difficulty stand still for a second, since if they are attacked back, they unsit.
Pulling them apart and sitting them down seems to work as expected - wolves after unsitting are friendly towards each other.
If you can record the video of the issue occurring that would be great.
Counter that with a pack of 5
/execute in minecraft:overworld run tp @s -47920.85 104.54 -1335.56 -1401.82 26.70
same seed
Pack of 4-8 unfortunately means 4-8 attempts not guaranteed mobs.
I confirmed
Will include the wolf collar for non-reddness.
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.