Clov3r

idk what i'm doing lol

  • she/it

Funni agender aro girlthing weirdo
I'm not telling yall my exact age, all you need to know is I'm old enough.

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mads
@mads

link

  • Bundles made cheaper and easier to use
  • Massive redstone performance improvements
  • Minecart improvements
  • Bee behavior improved
  • Baby dolphins
  • Apparently decent performance gains for servers at higher render distances
  • FPS limiting when afk or minimized
  • Data driven goat horns
  • Emissive light in resource packs
  • Server option to pause when no players are online

There are like 3 things I'm not super happy about but overall this is one of my favorite snapshots. Awesome to see all these changes, really justifies experiments being a thing.


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in reply to @mads's post:

but dolphins drown because their mob AI shuts down but the air meter doesn't if players aren't close enough.

I think that realllllllllly needs to be addressed if we're gonna have bebe dolphins otherwise that's just gonna be even more horrifying

yeah, its a very weird thing to have in the game but with what little I know about how the game works i don't really know how they'd fix it. its really annoying though since dolphins are cool.

Architecturally, the "paused AI while player not nearby" state needs to be a "pause state updates while player not nearby".

In actually it's probably a bodge of flags; in which case whatever is tripping "no AI" should also be "and also don't process anything else". (I base this on the de-compile shown for the bug where you can die if you fall using a boat at deterministic levels)

okay, just did a bunch of testing and while I can confirm there is an issue with dolphins drowning weirdly, it doesn't seem to be tied to them having their AI deactivated by being too far away? I could get them to not go up for air but the distance at which it happened was inconsistent. I played around with a few different simulation distances and none of them were super consistent so idk.

Dolphins naturally spawn so I don't really think this is an issue for anything but using them for water tunnels. And there you can use bubble columns to get around them drowning. Also according to the wiki bedrock has had baby dolphins for a while so this is a parity thing anyway.

Also you wouldn't want to change "deactivate ai / pathfinding" to "disable everything" since that could also disable things like just taking damage or item despawn timers. Either way theres going to just be a bunch of flags they need to set.

The AI thing is what I've seen discussed on Hermitcraft.

And I didn't mean apply "Disable everything" to all things. Just the dolphins. The dolphins what broken, the dolphins what need fixing. Their state, if it's going to enter a state where it stops moving, should be a safe state. Or however it gets to a point where I as an end user can build a dolphin sanctuary of named dolphins to frolic around in without coming back later to find them . . . gone.

Maybe someone can mod conduit power to apply to dolphins. It's not a real fix imo but possibly doable with datapacks.

At least from what I saw on the Mojang bug tracker, the issue on hermitcraft is because they use a modded server. There isn't any open bug reports about them drowning themselves related to them having their ai disabled.