This is quite obscure but I have noticed that after a creeper has been triggered, you cannot disengage it by giving it the NoAI tag. I believe this is a bug because cancelling an explosion is part of a creeper's AI, seeing as you can disengage by immediately moving away even after it has started ticking down. So NoAI should naturally cancel any explosion that is waiting to happen.
Attached video to demonstrate.
- duplicates
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MC-67403 Creepers still Blow up when NoAI Tag is set to 1
- Resolved