The Meaning of Life, the Universe, and Everything.
Join Date:
5/15/2019
Posts:
56
Member Details
Hey everyone
One of the things that was fixed in the new update was that the wandering trader no longer leaves his llamas behind when he despawns. i'm kind of bummed about the loss of all that free leather. At least my captured trader llamas didn't despawn LOL.
The other issue I have may be an old problem popping up again or something new, not sure which. I had no problem going in and out of the nether until today. Now whenever i go into the nether, a group of zombie pigmen are waiting right and the portal exit for me to come through and they all attack me at once before i am evcen fully there.
I ever tried to make a portal on the other side of my land which is a fair distance away and the same thing happened. as soon as i began the see the nether start to come into view, ther were 3 or 4 pigmen already there swinging their swords.
I did nothing to provoke their anger. Does anyone have any suggestions? I waited an hour before i tried again. One time, 10 of they came back through the portal and chased me back to my house LOL.
Waiting in the overworld (or far away in the nether) will not help, pigmen need to be in loaded chunks for the aggro counters to decrement.
Using another portal into the nether far enough away that you come through outside the 40 block pursuit range of the aggor-ed pigmen would allow you to approach closely enough to load the relevant chunks while syill staying out of pursuit range.
[40 blocks N-side is 320 blocks O-side, but if there is not already a linked portal in the nether, the searched volume when entering the nether is a 257x257 x 128 high so the O-side portal would need to be greater than 1024 blocks from the location corresponding to the already present N-side portal.]
Trying to restate that more understandably:
Take the coordinants of the current N-side portal and multiply by 8, this will give you the coresponding O-side coordinates for a 'perfectly linked' portal.
Any O side portal created within 1024 blocks of that coordinate will link to the N-side portal (unless there is a preexisting N-side portal that is closer).
To be certain of creating a new N-side portal (assuming there is currently only one) you would need to go at least 1024 from the 'perfect link' coordinants in the overworld. (Because there will be a minimum of two portal blocks in the N-side portal and to avoid the complication of explaining the floor function, I would just go 1056 blocks away.)
One thing that can produce aggro-ed pigmen in the nether is if one hits one that spawns in an overworld portal after it has exited the portal and in such a way as to knock it back through the portal. [Creating water streams arond potrals that carry pigmen away from the portal and fencing the area to avoid mobs wnderingthrough are both recommended precautions.]
Pigmen AI treats any harm to a pigman by any mob as being the fault of the player....
Other ways to produce aggro-ed pigmen without hitting them are deflected ghast fireballs and arrows from skeltons that miss the player but hit the pigmen. [Sweep attacks from swords (even those not enchanced with Sweeping Edge) are more common (but one will be aware of this) and why an axe should be one's preferred weapon in the nether under most circumstances.]
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"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
Portals should be fenced in and lit up to stop Overworld mobs from wandering in and, since the Nether is paused when no players are there, building up and you can find a whole bunch waiting for you.
Another way that can work to de-aggro the ZP if you can get a few seconds before being attacked is to pillar up, either just 2 blocks up and kill off the ZP as they come running if there is a wide open space (beware of ghasts) or pillar up and tunnel into the ceiling and away, that way you are leaving the area slowly enough that the ZP that are unable to follow have time to forget you or despawn, depending on how far you leave them behind.
The Meaning of Life, the Universe, and Everything.
Join Date:
5/15/2019
Posts:
56
Member Details
i tried all of that and i even took off running and got a fair distance away, but no matter how far i got, as soon as i ran into one of them, they attacked. i even broke down the blocks to shut the portal permanently, and walked to my remote outpost which is 2 biomes away. at least 2000 blocks. i set up another portal and went in and it opened right where the other one has been with angry pigmen waiting for me. i thought every certain number of blocks was supposed to multiply and take you to a different location in the nether.
this problem has a big carryover to the rest of my game as well. without access to the nether i can't get blaze rods to make potions to cure my villagers and repopulate, etc.
i tried all of that and i even took off running and got a fair distance away, but no matter how far i got, as soon as i ran into one of them, they attacked. i even broke down the blocks to shut the portal permanently, and walked to my remote outpost which is 2 biomes away. at least 2000 blocks. i set up another portal and went in and it opened right where the other one has been with angry pigmen waiting for me. i thought every certain number of blocks was supposed to multiply and take you to a different location in the nether.
If possible, please post screen shots with f3 enabled as 2000 blocks O-side translates to 250 blocks N-side and the search radius (cylindrical) is supposed to be 'only' 128 [ie. this ought not to happen]
[Assuming that's 2K blocks in a straight line, might be barely possible to be still in range if the 2k is taxicab…]
A possible [non-error/bug] explanation is that there are two groups of aggro-ed pigmen (one near each of the portals).
Assuming you don't mind checking in creative mode, determining if this is yet another bit of bugginess (à la the 40K block raid joining radius) or just something unusual would be good.
It may be something similar (but effecting the nether) that ought be added to the 1.14.x bug reports at https://bugs.mojang.com/issues/
Rollback Post to RevisionRollBack
"Why does everything have to be so stoopid?" Harvey Pekar (from American Splendor)
WARNING: I have an extemely "grindy" playstyle; YMMV — if this doesn't seem fun to you, mine what you can from it & bin the rest.
The Meaning of Life, the Universe, and Everything.
Join Date:
5/15/2019
Posts:
56
Member Details
sorry, i was looking at the wrong numbers on the debug screen. i am only about 900 blocks away, so still too close.
i noticed something else that was odd as well. i had disabled the main portal before opening the new one up and when i entered the nether, a second portal was there in front of the one i came from, i went through it quick and i came out in one of my mines.
i never put a portal there, so the game must have spawned it. i tried it again after i removed that portal com[pletely and the game spawned another portal in a different place when i entered the nether again. i can't seem to win LOL
Hey everyone
One of the things that was fixed in the new update was that the wandering trader no longer leaves his llamas behind when he despawns. i'm kind of bummed about the loss of all that free leather. At least my captured trader llamas didn't despawn LOL.
The other issue I have may be an old problem popping up again or something new, not sure which. I had no problem going in and out of the nether until today. Now whenever i go into the nether, a group of zombie pigmen are waiting right and the portal exit for me to come through and they all attack me at once before i am evcen fully there.
I ever tried to make a portal on the other side of my land which is a fair distance away and the same thing happened. as soon as i began the see the nether start to come into view, ther were 3 or 4 pigmen already there swinging their swords.
I did nothing to provoke their anger. Does anyone have any suggestions? I waited an hour before i tried again. One time, 10 of they came back through the portal and chased me back to my house LOL.
Zombie pigamn aggro behavior is described here: https://minecraft.gamepedia.com/Zombie_Pigman#Hostility [last published data, but 1.14 was not announced as having fiddled with this aspect]
Waiting in the overworld (or far away in the nether) will not help, pigmen need to be in loaded chunks for the aggro counters to decrement.
Using another portal into the nether far enough away that you come through outside the 40 block pursuit range of the aggor-ed pigmen would allow you to approach closely enough to load the relevant chunks while syill staying out of pursuit range.
[40 blocks N-side is 320 blocks O-side, but if there is not already a linked portal in the nether, the searched volume when entering the nether is a 257x257 x 128 high so the O-side portal would need to be greater than 1024 blocks from the location corresponding to the already present N-side portal.]
Trying to restate that more understandably:
Take the coordinants of the current N-side portal and multiply by 8, this will give you the coresponding O-side coordinates for a 'perfectly linked' portal.
Any O side portal created within 1024 blocks of that coordinate will link to the N-side portal (unless there is a preexisting N-side portal that is closer).
To be certain of creating a new N-side portal (assuming there is currently only one) you would need to go at least 1024 from the 'perfect link' coordinants in the overworld. (Because there will be a minimum of two portal blocks in the N-side portal and to avoid the complication of explaining the floor function, I would just go 1056 blocks away.)
One thing that can produce aggro-ed pigmen in the nether is if one hits one that spawns in an overworld portal after it has exited the portal and in such a way as to knock it back through the portal. [Creating water streams arond potrals that carry pigmen away from the portal and fencing the area to avoid mobs wnderingthrough are both recommended precautions.]
Pigmen AI treats any harm to a pigman by any mob as being the fault of the player....
Other ways to produce aggro-ed pigmen without hitting them are deflected ghast fireballs and arrows from skeltons that miss the player but hit the pigmen. [Sweep attacks from swords (even those not enchanced with Sweeping Edge) are more common (but one will be aware of this) and why an axe should be one's preferred weapon in the nether under most circumstances.]
hmmm. i did notice that pillager was in there just before the attack started. maybe he set them off. thanks for the info
Portals should be fenced in and lit up to stop Overworld mobs from wandering in and, since the Nether is paused when no players are there, building up and you can find a whole bunch waiting for you.
Another way that can work to de-aggro the ZP if you can get a few seconds before being attacked is to pillar up, either just 2 blocks up and kill off the ZP as they come running if there is a wide open space (beware of ghasts) or pillar up and tunnel into the ceiling and away, that way you are leaving the area slowly enough that the ZP that are unable to follow have time to forget you or despawn, depending on how far you leave them behind.
Just testing.
i tried all of that and i even took off running and got a fair distance away, but no matter how far i got, as soon as i ran into one of them, they attacked. i even broke down the blocks to shut the portal permanently, and walked to my remote outpost which is 2 biomes away. at least 2000 blocks. i set up another portal and went in and it opened right where the other one has been with angry pigmen waiting for me. i thought every certain number of blocks was supposed to multiply and take you to a different location in the nether.
this problem has a big carryover to the rest of my game as well. without access to the nether i can't get blaze rods to make potions to cure my villagers and repopulate, etc.
If possible, please post screen shots with f3 enabled as 2000 blocks O-side translates to 250 blocks N-side and the search radius (cylindrical) is supposed to be 'only' 128 [ie. this ought not to happen]
[Assuming that's 2K blocks in a straight line, might be barely possible to be still in range if the 2k is taxicab…]
A possible [non-error/bug] explanation is that there are two groups of aggro-ed pigmen (one near each of the portals).
Assuming you don't mind checking in creative mode, determining if this is yet another bit of bugginess (à la the 40K block raid joining radius) or just something unusual would be good.
It may be something similar (but effecting the nether) that ought be added to the 1.14.x bug reports at https://bugs.mojang.com/issues/
sorry, i was looking at the wrong numbers on the debug screen. i am only about 900 blocks away, so still too close.
i noticed something else that was odd as well. i had disabled the main portal before opening the new one up and when i entered the nether, a second portal was there in front of the one i came from, i went through it quick and i came out in one of my mines.
i never put a portal there, so the game must have spawned it. i tried it again after i removed that portal com[pletely and the game spawned another portal in a different place when i entered the nether again. i can't seem to win LOL