I have a boat in the water that has always had a sheep in it for some reason. Chris joined the sheep and got in the boat.
Other animals have done this before, but they end up getting out on their own. I figured chris would get out too.
I went mining, and when I returned, chris was gone. The sheep was still there, and all my other animals.
I tried /tp @e[name=chris] @s, but it didn't work - and it normally does for me.
Where the hell is chris? Did he swim really far away out my loaded chunks and can't be tp'd? Did he just die or something I have no idea there was no ham near the boat or anything. Please help me find my pig. Now I have "chris 2" but it's not the same....
I doubt pigs have the speed nor AI to swim that far away that quickly. It's more likely that some bug occurred and Chris despawned despite being passive and having a name tag. It can happen.
Rollback Post to RevisionRollBack
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
I doubt pigs have the speed nor AI to swim that far away that quickly. It's more likely that some bug occurred and Chris despawned despite being passive and having a name tag. It can happen.
It is physically impossible for passive mobs to despawn:
protected boolean canDespawn()
{
return false;
}
The only way this could ever return true is a memory error, and you'd likely see much bigger issues if you had bad memory in your computer considering that the return value of this method would be just one of millions or even billions of bytes used by the game. This also goes double for nametagged mobs because when "PersistenceRequired" is true it completely bypasses the despawn check so there are at least two layers of protection, three for mobs less than 128 blocks away since they can only randomly despawn if their "age" is more than 600 (30 seconds), and all 4 checks will fail within 32 blocks (of course, setting difficulty to Peaceful will make all hostile mobs despawn regardless, but that is an entirely separate piece of code which is only present in the base class for hostile mobs):
protected void despawnEntity()
{
// Checks if persistenceRequired is true; if so, skips further checks
if (this.persistenceRequired)
{
this.entityAge = 0;
}
else
{
EntityPlayer var1 = this.worldObj.getClosestPlayerToEntity(this, -1.0D);
if (var1 != null)
{
double var2 = var1.posX - this.posX;
double var4 = var1.posY - this.posY;
double var6 = var1.posZ - this.posZ;
double var8 = var2 * var2 + var4 * var4 + var6 * var6;
// Automatically despawns mob if it can despawn and is more than 128 blocks from a player
if (this.canDespawn() && var8 > 16384.0D)
{
this.setDead();
}
// Randomly despawns mobs more than 32 blocks from a player (again, only if they can
// despawn at all)
if (this.entityAge > 600 && this.rand.nextInt(800) == 0 && var8 > 1024.0D && this.canDespawn())
{
this.setDead();
}
else if (var8 < 1024.0D)
{
this.entityAge = 0;
}
}
}
}
The only possible explanation that I have is it glitched into a wall and suffocated due to a bug which Mojang has unfortunately not fixed yet (I fixed it myself a long time ago - using fixes posted to the report, of all things - things like this are why I have such a poor view of the current developers and even if I wanted to I wouldn't play on newer versions unless I patched them):
Of course, mobs can also die for other reasons; I've had passive mobs rain down on me while exploring caves/ravines exposed to the surface due to being pushed in (this is especially true for caves/ravines that have ledges 2-3 blocks down, so mobs will willingly jump down but can't get back up and if more than one jumps down the others can be pushed off). Lightning also turns pigs into zombie pigmen, though they shouldn't despawn if named (the name will be transferred) but the game may not properly copy their "PersistenceRequired" tag:
Summon pig, name pig. Lightning hits pig, it turns into a named Zombie Pigman. Move away, return. Zombie Pigman is gone. (This can also be done by summoning a pig using a named pig spawn egg.)
Summon pig. Lightning hits pig, it turns into a Zombie Pigman. Name Zombie Pigman. Move away, return. Zombie Pigman is still there.
(this means that the game does not copy "PersistenceRequired" to the zombie pigman; being named is not sufficient to prevent a mob from despawning since it is separate from "PersistenceRequired", and either way they will immediately despawn if the difficulty is on Peaceful)
So I live on an island in my game.
I had a pig named "chris", with a saddle on him.
I have a boat in the water that has always had a sheep in it for some reason. Chris joined the sheep and got in the boat.
Other animals have done this before, but they end up getting out on their own. I figured chris would get out too.
I went mining, and when I returned, chris was gone. The sheep was still there, and all my other animals.
I tried /tp @e[name=chris] @s, but it didn't work - and it normally does for me.
Where the hell is chris? Did he swim really far away out my loaded chunks and can't be tp'd? Did he just die or something I have no idea there was no ham near the boat or anything. Please help me find my pig. Now I have "chris 2" but it's not the same....
I doubt pigs have the speed nor AI to swim that far away that quickly. It's more likely that some bug occurred and Chris despawned despite being passive and having a name tag. It can happen.
Watch out for the crabocalypse. Some say the day will never come. But it will.
Feel free to drop by for a chat whenever.
If you'd like to talk with me about other games, here are a few I play.
Team Fortress 2
Borderlands series (Borderlands 2 is my favorite game, ever. TPS combat is a lot of fun and makes up for the lower-quality story, in my opinion)
Elder Scrolls series
Warframe (IGN is something like That_One_Flesh_Atronach)
Pokémon series (HGSS forever)
Rocket League
Fallout series
Left 4 Dead 2 (Boomer files always corrupt though)
SUPERHOT (SUPERHOT is the most innovative shooter I've played in years!)
Dead Rising series (Dead Rising 2 is one of my favorite games, and the 3rd was a lot of fun. 1st has poor survivor AI and the 4th is bad)
Just Cause series
Come to think of it, I mainly play fighting-based games.
It is physically impossible for passive mobs to despawn:
The only way this could ever return true is a memory error, and you'd likely see much bigger issues if you had bad memory in your computer considering that the return value of this method would be just one of millions or even billions of bytes used by the game. This also goes double for nametagged mobs because when "PersistenceRequired" is true it completely bypasses the despawn check so there are at least two layers of protection, three for mobs less than 128 blocks away since they can only randomly despawn if their "age" is more than 600 (30 seconds), and all 4 checks will fail within 32 blocks (of course, setting difficulty to Peaceful will make all hostile mobs despawn regardless, but that is an entirely separate piece of code which is only present in the base class for hostile mobs):
The only possible explanation that I have is it glitched into a wall and suffocated due to a bug which Mojang has unfortunately not fixed yet (I fixed it myself a long time ago - using fixes posted to the report, of all things - things like this are why I have such a poor view of the current developers and even if I wanted to I wouldn't play on newer versions unless I patched them):
MC-2025 Mobs going out of fenced areas/suffocate in blocks when loading chunks (in some cases chunks do not even need to be reloaded)
Of course, mobs can also die for other reasons; I've had passive mobs rain down on me while exploring caves/ravines exposed to the surface due to being pushed in (this is especially true for caves/ravines that have ledges 2-3 blocks down, so mobs will willingly jump down but can't get back up and if more than one jumps down the others can be pushed off). Lightning also turns pigs into zombie pigmen, though they shouldn't despawn if named (the name will be transferred) but the game may not properly copy their "PersistenceRequired" tag:
MC-27535 Mobs sometimes still can despawn even if named with a name tag
(this means that the game does not copy "PersistenceRequired" to the zombie pigman; being named is not sufficient to prevent a mob from despawning since it is separate from "PersistenceRequired", and either way they will immediately despawn if the difficulty is on Peaceful)
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?
He was tired of wearing a saddle so he ran away
Maybe he got out of the boat and drowned. I have had a cat drown in survival mode. The notice line even said "Cat drowned". Cracked me up.
Learn something new each day