[MC-7900] Creepers Arm Mid Fall Created: 19/Jan/13  Updated: 17/Jan/24  Resolved: 19/Jan/13

Status: Resolved
Project: Minecraft: Java Edition
Component/s: None
Affects Version/s: Minecraft 1.4.6, Minecraft 1.4.7
Fix Version/s: None

Type: Bug
Reporter: Jon Archibald Assignee: Unassigned
Resolution: Works As Intended Votes: 0
Labels: creeper, explosion, silent, unavoidable
Environment:

Vanilla


Issue Links:
Duplicate
is duplicated by MC-8477 Creeper doesn't make sound when Kamak... Resolved
is duplicated by MC-104585 Creepers explode instantly while falling Resolved
is duplicated by MC-105431 Creepers not making a fuse sound when... Resolved
is duplicated by MC-130260 Creepers jumping off cliffs explode n... Resolved
is duplicated by MC-135145 Creepers will sometimes not sizzle be... Resolved
is duplicated by MC-144856 Creepers immediately explode when fal... Resolved
is duplicated by MC-190579 Creeper quick explodes when falling Resolved
is duplicated by MC-196405 creeper don't need to charge explosio... Resolved
is duplicated by MC-202670 Creepers explode instantly when falling Resolved
is duplicated by MC-204242 Creeper explosion sound doesn't play ... Resolved
is duplicated by MC-229642 when creepers fall they explode witho... Resolved
is duplicated by MC-231060 Creepers blowing up too Quickly in ra... Resolved
is duplicated by MC-240928 Creepers not hissing when taking fall... Resolved
is duplicated by MC-262110 Creepers have a chance to explode imm... Resolved
is duplicated by MC-267911 Creepers explode faster after taking ... Resolved
Relates
relates to MC-50754 Creeper starts flashing animation whe... Resolved
CHK:
Confirmation Status: Community Consensus
Game Mode: Survival

 Description   

Creepers tend to start their fuse mid fall when dropping from above the player. In almost every case you cannot hear/see the creeper coming and explodes just as it hits the ground resulting in an almost inescapable blast. Ravines are the most likely areas this happens.

This is very much annoying and it would be much better if the creeper had to be standing on solid ground before it could begin arming (however not to cancel).



 Comments   
Comment by Preben Gjelsvik [ 11/May/14 ]

MC-50754 is not a duplicate of this one, MC-50754 doesn't require a player to be nearby, this one does.

Comment by Markku [ 19/Jan/13 ]

Wim: if the player sees diamonds and goes for it with the blind greed without making environment safe first, it is the player's fault/problem/lesson. And death in this game isn't a game-breaker. And yes, you can clear out all the caves above. Been there done that in more ravines than I care to publicly admit. But it sure takes time and patience.

It can sometimes be very very slow and requires lots of work, but it can be done. For example, in order to make one double-ravine completely safe, it took me about 3 evenings of work, first building paths up, then safe platforms, then spamming torches, then slowly downwards etc. etc. Eventually, the whole place was fully "torched" and any unsecured side-caves closed, safe.

The most difficult situation is when a tunnel ends into a ravine at higher than bottom (or other similar arrangement) where it is not possible add blocks from the safety few steps back in the tunnel, and where a creeper can jump down on the player's ledge from the opposite direction. In such case the player can not build the necessary safety without first getting fully on the edge, to which the creeper could jump and detonate on. But even in that case, player can dig a tunnel to get different (and safe) approach.

Comment by Tails [ 19/Jan/13 ]

For feature suggestions/changes please use the MineCraft Forums: Suggestions.

Comment by Wim Van Renterghem [ 19/Jan/13 ]

I think this is a bad "feature"/"bug" that should be removed.
1) If the player sees a ravine with, for example, diamonds on the bottom, they go for it. But if a creeper the comes from a cave above you and insta-detonates on top of you, that is a game-breaker. You can never clear out ALL the caves above you, so creepers could fall on top of you. But if they do, you should get at least a few moments to either switch to your sword and block or hit it to push it away.
2) As Vechs said: "If the player dies, it should be because he/she did something wrong him/herself."

Comment by Mustek [ 19/Jan/13 ]

This actually works as intended, you might not like it, but it's funny as hell

Comment by Markku [ 19/Jan/13 ]

I think they should not need to be on solid ground to arm (think following in water, or hopping up/down while following along hillside, or a creeper and player falling on the same height creeper approaching the player, etc.), but certainly starting up prematurely (by vertical distance) isn't intended.

EDIT: looking at the source code, creepers do not ignite too early, but they do ignite (and "burn" some of the "fuse") by the fall damage. Thus, if they happen to be near a player when they hit the ground, it can be almost instant explosion.

So, the apparent effect is intended.

Comment by Anon Ymus [ 19/Jan/13 ]

Kamikaze creepers! I think this works as intended.

Generated at Sun Jan 12 12:16:01 UTC 2025 using Jira 9.12.2#9120002-sha1:301bf498dd45d800842af0b84230f1bb58606c13.