I've noticed once every 4-6 Minecraft days, one cows escapes from my farm. Now, I'm wondering how is that physically possible? It seems a bit too coincidental to be a bug or glitch. Is it possible for cows to climb on top of another one and walk off the fence? Can cows be picked up by strolling Endermen? Is a rendering problem allowing moving NPC's to walk past blocks? Paranormal activity?
Anyone have any suggestions on how these cows keep escaping?
Below is a photo of the farm in which people may analyze and inform me whether it has a possible area which may be breached.
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I think It has something to do with being far away from the area maybe, because I had a sheep farm once with colored sheep, and I would go explore, and come back to a colored sheep that escaped the fence.
I think It has something to do with being far away from the area maybe, because I had a sheep farm once with colored sheep, and I would go explore, and come back to a colored sheep that escaped the fence.
Most likely this is due to an animal being next to the fence when the chunk unloads if you log off or move far enough away. Then when you log back on or move back to the area and the chunk loads, the animal gets pushed by neighboring animals or moves just before the fence loads and clips into the fence and simply walks through it. This is more common if your computer has low fps and struggles at times to load the world very quickly.
There is not a lot you can do about it other than to not overcrowd your pens.
Most likely this is due to an animal being next to the fence when the chunk unloads if you log off or move far enough away. Then when you log back on or move back to the area and the chunk loads, the animal gets pushed by neighboring animals or moves just before the fence loads and clips into the fence and simply walks through it. This is more common if your computer has low fps and struggles at times to load the world very quickly.
There is not a lot you can do about it other than to not overcrowd your pens.
That's exactly what's happening, but you can fix it by placing carpets on top of every single fence in your farm (including the corners!) In addition, this will let you be able to jump over the fence and more easily get to your animals, but they won't pathfind over the carpet.
Most likely this is due to an animal being next to the fence when the chunk unloads if you log off or move far enough away. Then when you log back on or move back to the area and the chunk loads, the animal gets pushed by neighboring animals or moves just before the fence loads and clips into the fence and simply walks through it. This is more common if your computer has low fps and struggles at times to load the world very quickly.
There is not a lot you can do about it other than to not overcrowd your pens.
This is actually caused by floating point rounding; in particular, because the game does not save the bounding box of entities and only their location; thus, when you reload the world it has to reconstruct the bounding boxes and due to the fact that single-precision floating point values are used for the width and height of an entity it introduces significant error.
In fact, the world doesn't even need to be reloaded for mobs to just walk through fences as if they don't exist with absolutely no lag present, due to a problem with the bounding boxes of fences; in other words, a single bounding box is shared among all block states and the server and client have access to the same block object so the client can modify it (e.g. rendering) while the server is accessing it (e.g. calculating collision server-side); unlike the issue above this primarily affects singleplayer but has the same end result.
Not only that, when loading chunks entities aren't processed until a 5x5 chunk area has been loaded around them - so they can't move until all the blocks around them have been loaded; this also explains why the spawn chunks are 16x16 but only the innermost 12x12 chunks process entities, as well as why a render distance below 10 causes issues with mob spawning (actually, despawning, since they no longer despawn when more than 8 chunks away, which clogs up the mob cap).
A good discussion of the issue can be found in the comments on the related bug report (they even discuss bug fixes that claim to virtually eliminate this issue; a mod was even released although unfortunately it has not been updated since 1.6.4; the issue seems to have worsened since then with mobs even passing through solid walls, not just partial blocks, in 1.9; I recall an issue with mobs sinking into the ground in 1.8):
This is actually caused by floating point rounding; in particular, because the game does not save the bounding box of entities and only their location; thus, when you reload the world it has to reconstruct the bounding boxes and due to the fact that single-precision floating point values are used for the width and height of an entity it introduces significant error.
In fact, the world doesn't even need to be reloaded for mobs to just walk through fences as if they don't exist with absolutely no lag present, due to a problem with the bounding boxes of fences; in other words, a single bounding box is shared among all block states and the server and client have access to the same block object so the client can modify it (e.g. rendering) while the server is accessing it (e.g. calculating collision server-side); unlike the issue above this primarily affects singleplayer but has the same end result.
Not only that, when loading chunks entities aren't processed until a 5x5 chunk area has been loaded around them - so they can't move until all the blocks around them have been loaded; this also explains why the spawn chunks are 16x16 but only the innermost 12x12 chunks process entities, as well as why a render distance below 10 causes issues with mob spawning (actually, despawning, since they no longer despawn when more than 8 chunks away, which clogs up the mob cap).
A good discussion of the issue can be found in the comments on the related bug report (they even discuss bug fixes that claim to virtually eliminate this issue; a mod was even released although unfortunately it has not been updated since 1.6.4; the issue seems to have worsened since then with mobs even passing through solid walls, not just partial blocks, in 1.9; I recall an issue with mobs sinking into the ground in 1.8):
A good discussion of the issue can be found in the comments on the related bug report (they even discuss bug fixes that claim to virtually eliminate this issue; a mod was even released although unfortunately it has not been updated since 1.6.4; the issue seems to have worsened since then with mobs even passing through solid walls, not just partial blocks, in 1.9; I recall an issue with mobs sinking into the ground in 1.8):
I had the same problem with sheep in Creative, but there's an easy explanation. Those are IntangiCows, a rare species of cows that can become intangible at will. #MooOfTheCow
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I, KingCow123, am the King of the Cow Kingdom. I pledge to protect my people. To defend my kingdom. To MOOOOOOOOOOO!
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I've been building my animal pens out of glass for years after repeatedly having animals suffocate in walls and escape through fences. I haven't had any issues using glass blocks.
I have my cows in an 11k block enclosure, of course I'm holding about 1000-1500 cows at a time. But I think the bigger the space the less chance they have to escape or die.
Double fence. If they glitch through the first fence, they'll get stuck between the two fences, and hopefully you'll come back in time to put them back where they belong before they glitch through the outer wall. Also, keeping them in a 1-block deep pit with a fence arounds it tends to keep them away from the fence unless something lures them there (like you with a handful of wheat).
I've noticed once every 4-6 Minecraft days, one cows escapes from my farm. Now, I'm wondering how is that physically possible? It seems a bit too coincidental to be a bug or glitch. Is it possible for cows to climb on top of another one and walk off the fence? Can cows be picked up by strolling Endermen? Is a rendering problem allowing moving NPC's to walk past blocks? Paranormal activity?
Anyone have any suggestions on how these cows keep escaping?
Below is a photo of the farm in which people may analyze and inform me whether it has a possible area which may be breached.
Don't be optimistic, be realistic. A majority of thoughts on something doesn't change the truth of something.
I think It has something to do with being far away from the area maybe, because I had a sheep farm once with colored sheep, and I would go explore, and come back to a colored sheep that escaped the fence.
I guess that makes sense. I usually mine for 4-5 days at a time.
Don't be optimistic, be realistic. A majority of thoughts on something doesn't change the truth of something.
Are these 24 hour days or just the few hour or so mine craft days? That can help figure out what it is.
Most likely this is due to an animal being next to the fence when the chunk unloads if you log off or move far enough away. Then when you log back on or move back to the area and the chunk loads, the animal gets pushed by neighboring animals or moves just before the fence loads and clips into the fence and simply walks through it. This is more common if your computer has low fps and struggles at times to load the world very quickly.
There is not a lot you can do about it other than to not overcrowd your pens.
by c0yote
I tried it with terrible results. I gave my wife my glasses for a second, a creeper showed up and now my wife is pregnant.
Stupid 3D..
That's exactly what's happening, but you can fix it by placing carpets on top of every single fence in your farm (including the corners!) In addition, this will let you be able to jump over the fence and more easily get to your animals, but they won't pathfind over the carpet.
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This is actually caused by floating point rounding; in particular, because the game does not save the bounding box of entities and only their location; thus, when you reload the world it has to reconstruct the bounding boxes and due to the fact that single-precision floating point values are used for the width and height of an entity it introduces significant error.
In fact, the world doesn't even need to be reloaded for mobs to just walk through fences as if they don't exist with absolutely no lag present, due to a problem with the bounding boxes of fences; in other words, a single bounding box is shared among all block states and the server and client have access to the same block object so the client can modify it (e.g. rendering) while the server is accessing it (e.g. calculating collision server-side); unlike the issue above this primarily affects singleplayer but has the same end result.
Not only that, when loading chunks entities aren't processed until a 5x5 chunk area has been loaded around them - so they can't move until all the blocks around them have been loaded; this also explains why the spawn chunks are 16x16 but only the innermost 12x12 chunks process entities, as well as why a render distance below 10 causes issues with mob spawning (actually, despawning, since they no longer despawn when more than 8 chunks away, which clogs up the mob cap).
A good discussion of the issue can be found in the comments on the related bug report (they even discuss bug fixes that claim to virtually eliminate this issue; a mod was even released although unfortunately it has not been updated since 1.6.4; the issue seems to have worsened since then with mobs even passing through solid walls, not just partial blocks, in 1.9; I recall an issue with mobs sinking into the ground in 1.8):
https://bugs.mojang.com/browse/MC-2025?focusedCommentId=74619&page=com.atlassian.jira.plugin.system.issuetabpanels:comment-tabpanel#comment-74619
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Keep a 2block tall fence.
Thanks for the detailed explanation as always TMC.
by c0yote
I tried it with terrible results. I gave my wife my glasses for a second, a creeper showed up and now my wife is pregnant.
Stupid 3D..
Reading the comments of MC-2025 infuriates me.
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I had the same problem with sheep in Creative, but there's an easy explanation. Those are IntangiCows, a rare species of cows that can become intangible at will. #MooOfTheCow
I, KingCow123, am the King of the Cow Kingdom. I pledge to protect my people. To defend my kingdom. To MOOOOOOOOOOO!
#PranksterGangsterNation
IGN: KingCow123
I am on: mcorigins, DestructionCraft, Skyblock,XYZ, Hypixel, PickAxis, and Cowcraft.
I've been building my animal pens out of glass for years after repeatedly having animals suffocate in walls and escape through fences. I haven't had any issues using glass blocks.
I have my cows in an 11k block enclosure, of course I'm holding about 1000-1500 cows at a time. But I think the bigger the space the less chance they have to escape or die.
Here is a potential solution to your problem! Cows on leads on... Fence posts!
Double fence. If they glitch through the first fence, they'll get stuck between the two fences, and hopefully you'll come back in time to put them back where they belong before they glitch through the outer wall. Also, keeping them in a 1-block deep pit with a fence arounds it tends to keep them away from the fence unless something lures them there (like you with a handful of wheat).
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