Environment:
Minecraft Java Edition 26.3‑snapshot‑9
Clean vanilla installation, NO mods, NO data packs, NO resource packs.
Works correctly in 26.2, broken starting from 26.3‑snapshot‑3.
Related ticket: MC‑309435 (claimed fixed in 26.3‑snapshot‑3, but this regression appears).
Steps to Reproduce:
1. Create a new single‑player survival world. Game difficulty set to Normal or Hard.
2. Run command: /time set day (full daytime).
3. Swim so the player is fully submerged underwater.
4. Run command: /summon minecraft:drowned ~ ~ ~
5. Observe the newly‑spawned drowned.
6. (High‑trigger case): Let drowned briefly touch 1‑block shallow water / waterlogged slab, then swim back into deep water.
Expected Results:
During daytime, when both player and drowned are fully in water, drowned should automatically aggro and chase the player. This is intended vanilla behaviour.
Observed Results:
Some drowned will NOT initiate aggression toward the player.
- Drowned will fight back normally if player hits them manually.
- F3 entity debug shows Target = 0 (no attack target assigned).
- Running `/execute as @e[type=minecraft:drowned] run entitydata @s {}` forces AI refresh, after that drowned will immediately target the player.
- This bug only occurs in daytime; at night drowned behaves correctly.
- Probabilistic issue, does not happen 100% of spawns.
Notes:
This regression was introduced by the fix for MC‑309435. The water‑state flag desync in target selector logic causes the hostile‑check condition to return false intermittently.
Linked issues
Attachments
Comments 3
Hi!
Thank you for your report!
We're already tracking this issue at MC-311178 , so I will resolve and link this ticket as a Duplicate.
I suggest also to browse through the main issue for potential fixes.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
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