The bug
If you teleport a vex using /tp
command, its movement pattern will be broken and it will move so slow. In addition to this the vex will no longer become hostile to any entity.
How to reproduce
Summon a vex
Run the command:
/tp @e[type=vex] @s
→ ❌ Notice how slow the vex moves
Attack the vex
→ ❌ Notice how the vex is not angered
Linked issues
Comments 16
I think this and MC-257478 are actually the same bug, involving a Vex being teleported and it's AI acting oddly.
I tested teleporting a Vex and it slowly, without attacking anything, flew to its original coords before teleportation. MC-257478 is just a way it can happen in survival. The vex wouldn't be teleporting to its evoker's coords, it was going to its original coords in the overworld
These bugs info and descriptions should be merged, as both are two parts of the same issue. This was tested in 22w46a, for reference.
BoundX: When a vex is idle, it wanders, selecting air blocks from within a 15×11×15 cuboid range centered at X,Y,Z = BoundX, BoundY, BoundZ. This central spot is the location of the evoker when it summoned the vex, or if an evoker was not involved, BoundX, BoundY and BoundZ do not exist.
BoundY: See BoundX.
BoundZ: See BoundX.
This should be changed to Working As Intended
Can confirm in 20w51a although after a while, the vex will return to normal and begin to once again, attack the player.