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MC-147574

Attacking a group of evokers will give nearby evokers infinite detection range and broken attack behavior

When attacking a group of evokers, the "alerted" evokers nearby will be able to cast spells from an infinite distance. The fangs attack is futile due to the player being too far away, but the vex attack could continuously harm players that are up to 128 blocks away from the evoker! This attacking does not stop if the evoker is in an unloaded chunk, or if the player is in another dimension, but it does get fixed on relog. This also affects pillagers, vindicators, and zombie type mobs, allowing them to look at you and chase you from an infinite distance while seeing through blocks.

To reproduce, spawn a bunch of evokers, attack them from far away, and they will summon vexes that could see you from indefinitely far away and through dimensions.

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Comments 31

I sincerely hope that this is WAI. It prevents players from just standing still and camping all the raids from a distance with a bow.

gaspoweredpick

That doesn't explain the futile fangs attack.

Also this only happens when the evoker already detected you (which I clearly stated in the report), so you could still snipe the evokers.

I'm having a similar issue that I've submitted yesterday. Patrols are able to see me from incredible distances, and potentially even through blocks.

Maybe if they had a range similar to zombies I could accept that, but this is kind of ridiculous especially with the seeing through blocks ability/bug.

gaspoweredpick

I tested this with persistent pillagers and I provoked the group. Due to their absurd tracking ability, I had to run hundreds of blocks to escape the pathfinding pillagers (my render distane was 17), and this infinite sight is even absurd when capped at 128 for the non persistent pillagers. I presume they could also track from an infinite distance during raids where they could not despawn. I also bet that they have some interesting behavior when the player enters another dimension.

gaspoweredpick

I tested this for "alerted evoker" vexes by allowing them to load chunks and be persistent, and the vexes tried to travel to the coordinates I was at despite me being in a different dimension. When they realized I was not there, they "updated" and acted like normal vexes until they died from decaying damage (I saw this behavior in creative and spectator mode). I wasn't able to see them trying to interact with a player that was in a different dimension other than them "updating" after they went to the coordinates I once was at in the other dimension. It would take a lot of work to get the vexes to attack the air because it is at the same coordinates as a player, but I think that what I found out so far shows enough how broken this glitch is.

21 more comments

In 23w43a.

Can confirm in 23w51a/23w51b

Can confirm in 24w06a, affects wind charges

Confirmed in 24w07a

Can confirm in 1.21.4

gaspoweredpick

(Unassigned)

Confirmed

Gameplay

Normal

Mob behaviour

Minecraft 19w14b, Minecraft 1.14.1, Minecraft 1.14.2 Pre-Release 1, Minecraft 1.14.2 Pre-Release 2, Minecraft 1.14.2 Pre-Release 3, ..., 1.21.4, 1.21.5 Pre-release 2, 1.21.5 Release Candidate 1, 1.21.5, 1.21.6

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