mojira.dev
MC-305821

Skeletons and their variants inconsistently avoid daylight and fire

The AI governing sunlight and fire avoidance for skeleton variants is broken.It fails to independently evaluate three key factors:

  1. vulnerability to sunlight.

  2. vulnerability to fire.

  3. the helmet's intended effect of blocking sunlight damage (and not affecting fire avoidance)

Instead, it uses a overgeneralized check, leading to widespread illogical behavior where mobs ignore real threats or engage in useless actions.

Specific Issues Observed (Categorized by Traits & State):

The following table outlines the expected behavior versus the observed buggy behavior across five distinct scenarios.

Category

Expected Behavior

Observed Behavior (The Bug)

Afraid of Sun & Fire Skeleton, Stray, Bogged

No helmet, no Fire Resistance

Seek shade/water when either in sunlight or on fire.

Only reliably reacts when both on fire AND exposed to the sunlight.

Does not seek water when on fire at night (incorrectly ties fire response to sunlight exposure).

Unafraid of Sun, Afraid of Fire (A)

Parched

No helmet, no Fire Resistance

Seek water only whenever on fire, ignoring shade and sunlight entirely.

① Reacts only when both on fire AND exposed to the sunlight (ignores fire at night).

② Seeks useless shade for fire.

③ Does not leave unneeded shade/water when not on fire.

Unafraid of Sun, Afraid of Fire (B)

Helmeted skeleton variants (excluding Wither Skeletons)

no Fire Resistance

Seek water when on fire, but ignore sunlight (because helmet blocks it).

Performs no avoidance behavior at all (even for fire). The helmet globally disables the entire AI instead of only blocking sun response.

Unafraid of Sun & Fire

Skeleton with fire_resistance effect

no helmet

Trigger no avoidance behavior (due to fire damage immunity).

Still performs the full, useless routine of seeking shade/water.

Cannot be Set on Fire

Wither Skeleton

No helmet

Never trigger the avoidance AI.

Idles uselessly in shade or water during the day.

Expected Result:

The avoidance AI should make separate,intelligent decisions:

  1. For Sunlight: Trigger only if the mob is vulnerable to sunlight, is not wearing a helmet, and is exposed to the sunlight.

  2. For Fire: Trigger only if the mob is on fire and is vulnerable to fire damage, seeking water only. Whether it is under the sunlight or not should be irrelevant.

  3. Immunity Priority: If a mob is immune to fire damage (by its nature or the Fire Resistance effect), the fire avoidance routine should not run at all. A helmet should only affect the sunlight check.

Observed Result:

The AI seems to activate a single“flee to shade/water” goal based on a flawed rule,likely: “Run if I am on fire, am in sunlight, and am not wearing a helmet.”

This one rule explains all bugs: it mistakenly links fire response to the sunlight, and lets a helmet wrongly shut down the entire system instead of only disabling the sunlight check, which is its intended function.

Attachments

Comments 2

Yea, this is such a pertinent bug report, also they should make spider jockeys have more sense of self-preservation since i lost a a invisible spider jockey because the skeleton keeps acting like his bounding box is a normal skeleton wide bounding box and starts climbing to the ceiling and kills himself which is a very bad behavior for such a rare mob and can be frustrating

AnonAya09081227

(Unassigned)

Community Consensus

(Unassigned)

1.21.11

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