Fix issues with Activation Range causing large chunk lookups.
Where I blocked movement did not consider velocity buildup, which I assume then "unleashes" if something was really trying to push that entity, and moves it a very large distance. Additionally, this method was completely misnamed, as movementTick is more "doLotsOfTickThings", and ended up breaking AI too, which the whole point of temporary wake ups was to let AI run to trigger new immunity. Also fixed numerous behavioral rules for Immunity to improve vanilla gameplay, suchas bees that are angry or moving towards a flower or hive, any insentient that is targetting any enemy (Accidently made it any player), and included flying mobs such as phantoms by reducing the type check to insentient instead of Creature. Also improved inWater immunity to consider if the mob is movable by water or not.
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@@ -13,7 +13,7 @@ Quickly loading the exact world spawn chunk before searching the
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heightmap resolves the issue without having to load all spawn chunks.
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diff --git a/src/main/java/net/minecraft/server/Entity.java b/src/main/java/net/minecraft/server/Entity.java
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index 2648acb8bf..d8b9dbf24e 100644
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index 3a248dbe37..d81ae00fb4 100644
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--- a/src/main/java/net/minecraft/server/Entity.java
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+++ b/src/main/java/net/minecraft/server/Entity.java
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@@ -0,0 +0,0 @@ public abstract class Entity implements INamableTileEntity, ICommandListener, Ke
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