Embarking Rail not grabbing Blaze
Meatnog opened this issue ยท 13 comments
When I power an embarking rail, it does not grab a nearby blaze. It does work on players and zombies, though. This used to work, so I am not sure why it is not working now.
This is version 9.4.0.0
Untested in game but from the source: Here
excludedEntities.add(EntityDragon.class);
excludedEntities.add(EntityWither.class);
excludedEntities.add(EntityBlaze.class);
excludedEntities.add(EntityMagmaCube.class);
excludedEntities.add(EntitySquid.class);
excludedEntities.add(EntityBat.class);
And has been that way since GitHub commit
The reason would be known by the one we call Mr. CJ
Oh, well that is interesting. I assume @CovertJaguar disabled it for some reason.
Blaze is a normal sized (humanoid) flying entity, can we get that back? The rest, I agree are odd sizes.
Only reason I ask is that Blazes are notoriously difficult to manage in a mob grinder in ways that are server-friendly in SMP setting. Embarking rails was one of the most elegant and friendly ways to do it.
And the embarking rails have worked on Blazes for years. Changing that now changes a lot of designs that are/were in place.
Lastly: Maybe the exclusions should be documented someplace that players can see it? Wiki and changelog, please?
I want CJ to make the embarking track grab only entities on the ground instead of entities which are flying. It's not based on "it can fly "but based on whether it's on the ground. Once the entity wanna fly it will not in the cart any more. And the cage cart in future plan can prevent them from flying.
I haven't touched the exclusion list in ages...I honestly can't ever remember a time when Blazes weren't on the list.
But the idea of a cage cart for flying entities is kind of neat.