These actions include:
A skeleton being converted to a stray
A mooshroom being sheared into a cow
A pig being converted to a zombified piglin
A villager being converted to a witch
A hoglin being converted to a zoglin
A piglin being converted to a zombified piglin
A piglin brute being converted to a zombified piglin
A zombie villager being converted to a villager
A villager being converted to a zombie villager
A husk being converted to a zombie
A zombie being converted to a drowned
A large slime converting to smaller slimes
A large magma cube converting to smaller magma cubes
The bug
If a warden gets angry at a certain mob (see list above), and said mob transforms into a another mob before the warden can kill it, the warden will not remain angry at this mob and will need to become aggressive toward it a second time.
How to reproduce using the skeleton as a test case
My setup isn't great - there's definitely improvements that could be done to make it easier to reproduce. A screenshot is attached: a skeleton is spawned within the powder snow and a button is used to spawn a warden behind it via command block after the skeleton starts vibrating, such that it offers enough time for the warden to get angry without landing a killing blow. The repeating command blocks are to kill arrows and get rid of the darkness effect.
Expected results
The warden would remain angry even when the targeted skeleton becomes a stray.
Actual results
It loses its target.
Linked issues
is duplicated by 10
Attachments
Comments 3
That's because the UUID is different after the conversion; this is essentially a side effect of MC-88967.
Generally speaking, mob conversion makes warden stops angry.