I have recently been AFKing near my village 'hut/prison' of sortsand every time I do a creeper explodes near the wall and mobs go in and kill some of them (and really hurt the iron golems), does anyone know why they would explode when I am in a building... any Idea?
I absolutely do NOT want my worlds to become a wasteland just because Mojang thought it was a good idea to allow creepers to explode anywhere, without player provocation - IMO it is absolutely perfectly legitimate to enable cheats (open to LAN) and enter "/gamerule mobGriefing false" or use a datapack/commands to disable block damage from explosions (if this can be done, otherwise a mod is required to change their AI or block breaking; unfortunately, mobGriefing can't specifically target a single "griefing" event, some of which are necessary for non-hostile mobs to function properly).
And some wonder why I still play in a 6 1/2 year old version, which I update myself with whatever I (not Mojang) like. I even changed creepers to reduce the maximum countdown distance from 7 to 5 blocks (they begin their countdown from 3 blocks away), and reduced the rate at which damage decreases with distance, guaranteeing that if they explode they will always be close enough to the player to deal damage (the maximum damage distance is 6 blocks, or twice the explosion power, at which any explosion deals 1 point of damage in vanilla, meaning that you can safely detonate them with little or no damage), and I allow them continue moving during their countdown (they can walk right up to the player before exploding, dealing near maximum damage, while the distance they stop at in vanilla deals only about half the maximum damage; this also makes it much harder to walk away from them, despite only needing to move 2 blocks (instead of 4) from the point they begin their countdown; all of this emphasizes their damage to players over unnecessary environmental damage).
That said, this may be due to mobs like iron golems attacking creepers, as opposed to creepers just exploding because they feel like it or want to break though a wall (suggestions to implement this never go well, for good reason), but they shouldn't be attacking them (in 1.6.4 neither they nor tamed wolves will attack them, which I always thought was intended to avoid just this situation; certainly, a wolf would never be able to kill one before it exploded, most likely killing it). Likewise, fall damage shortens their fuse but never to the point of exploding to prevent unnecessary explosions.
I am surprised by this - I have never experienced an exploding creeper if I wasn’t directly accessible to it. They look me in the eye from the other side of a flimsy fence and don’t explode. In my experience Iron Golems still don’t attack Creepers and they co-exist quite peacefully in a fenced-in area. I have to switch to peaceful mode to get rid of a creeper in a crowd of golems. I don’t go afk in my games. Maybe that plays a role. I’m not about to experiment though. I hate creepers and am happy when there are none around.
I'm still playing 1.13, so not 100% sure about later versions, but you can get exploding creepers when they are hit by a skeleton arrow - if the creeper is in the process of attacking you it will ignore the skeleton, but if its passive it will attack the skeleton and detonate. Thus as I know that skeletons will attack golems on sight, is it possible creepers are getting hit by a stray arrow and blowing up the offending skeleton that way, thus causing damage if the skeleton was near a building etc?
Wolves, iron golems, and snow golems (these are not naturally spawned) are passive mobs that will attack various hostile mobs. Cats will make creepers run away, but they don't go chasing after creepers.
Zombies, slimes, skeletons, witches, drowned, strays, husks, and pillagers will target iron golems. Zombie types and pillagers also will target villagers.
Skeletons, iron golems, snow golems, strays, witches, drowned (with tridents), and pillagers (with crossbows) have the potential to miss their intended target and hit someone else OR hit more than just their intended target. If this happens, if such a mob has attack AI then it will aggro the mob that attacked them.
Mobs can sometimes clump together in close proximity, which can sometimes start up an extended series of chain-reaction events. These usually don't last very long due to the low spawning density in vanilla (even under perfect conditions), but I saw an entire island get erased all the way down to sea level in just one night thanks to mods like Blood Moon.
I have recently been AFKing near my village 'hut/prison' of sortsand every time I do a creeper explodes near the wall and mobs go in and kill some of them (and really hurt the iron golems), does anyone know why they would explode when I am in a building... any Idea?
That's why they are called creepers.
but you can fix this.
1. Light up the place
2. Make sure you close your doors.
3. find a cat ( optional)
I looked around and apparently, astonishingly, this is actually intended:
MC-156999 Creepers exploding when no player is nearby Resolution: Works As Intended
I absolutely do NOT want my worlds to become a wasteland just because Mojang thought it was a good idea to allow creepers to explode anywhere, without player provocation - IMO it is absolutely perfectly legitimate to enable cheats (open to LAN) and enter "/gamerule mobGriefing false" or use a datapack/commands to disable block damage from explosions (if this can be done, otherwise a mod is required to change their AI or block breaking; unfortunately, mobGriefing can't specifically target a single "griefing" event, some of which are necessary for non-hostile mobs to function properly).
And some wonder why I still play in a 6 1/2 year old version, which I update myself with whatever I (not Mojang) like. I even changed creepers to reduce the maximum countdown distance from 7 to 5 blocks (they begin their countdown from 3 blocks away), and reduced the rate at which damage decreases with distance, guaranteeing that if they explode they will always be close enough to the player to deal damage (the maximum damage distance is 6 blocks, or twice the explosion power, at which any explosion deals 1 point of damage in vanilla, meaning that you can safely detonate them with little or no damage), and I allow them continue moving during their countdown (they can walk right up to the player before exploding, dealing near maximum damage, while the distance they stop at in vanilla deals only about half the maximum damage; this also makes it much harder to walk away from them, despite only needing to move 2 blocks (instead of 4) from the point they begin their countdown; all of this emphasizes their damage to players over unnecessary environmental damage).
That said, this may be due to mobs like iron golems attacking creepers, as opposed to creepers just exploding because they feel like it or want to break though a wall (suggestions to implement this never go well, for good reason), but they shouldn't be attacking them (in 1.6.4 neither they nor tamed wolves will attack them, which I always thought was intended to avoid just this situation; certainly, a wolf would never be able to kill one before it exploded, most likely killing it). Likewise, fall damage shortens their fuse but never to the point of exploding to prevent unnecessary explosions.
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
I am surprised by this - I have never experienced an exploding creeper if I wasn’t directly accessible to it. They look me in the eye from the other side of a flimsy fence and don’t explode. In my experience Iron Golems still don’t attack Creepers and they co-exist quite peacefully in a fenced-in area. I have to switch to peaceful mode to get rid of a creeper in a crowd of golems. I don’t go afk in my games. Maybe that plays a role. I’m not about to experiment though. I hate creepers and am happy when there are none around.
I'm still playing 1.13, so not 100% sure about later versions, but you can get exploding creepers when they are hit by a skeleton arrow - if the creeper is in the process of attacking you it will ignore the skeleton, but if its passive it will attack the skeleton and detonate. Thus as I know that skeletons will attack golems on sight, is it possible creepers are getting hit by a stray arrow and blowing up the offending skeleton that way, thus causing damage if the skeleton was near a building etc?
Mintutor now works in 1.13!
MrKite & Mc_Etlam ... I salute you!
Wolves, iron golems, and snow golems (these are not naturally spawned) are passive mobs that will attack various hostile mobs. Cats will make creepers run away, but they don't go chasing after creepers.
Zombies, slimes, skeletons, witches, drowned, strays, husks, and pillagers will target iron golems. Zombie types and pillagers also will target villagers.
Skeletons, iron golems, snow golems, strays, witches, drowned (with tridents), and pillagers (with crossbows) have the potential to miss their intended target and hit someone else OR hit more than just their intended target. If this happens, if such a mob has attack AI then it will aggro the mob that attacked them.
Mobs can sometimes clump together in close proximity, which can sometimes start up an extended series of chain-reaction events. These usually don't last very long due to the low spawning density in vanilla (even under perfect conditions), but I saw an entire island get erased all the way down to sea level in just one night thanks to mods like Blood Moon.