Ignore description for now. It's out of date.
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Alternative title:
Ocelots/Wolves emit hearts when they shouldn't
OR
Ocelots/Wolves enter 'love mode' (hearts appear) but do not breed
I'm rewriting this description and renaming the ticket because I've discovered that ocelots are the only mob with truly illogical mechanics. Wolves are a little funky, and I'd prefer a change in breeding food acceptance, but there's nothing wrong with the behavior.
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:: Ocelots ::
Emit hearts when fed raw fish, whether they are in begging mode or not. This is visually similar to wolves, in that they emit continuous hearts AND they do not breed. Mechanically, they are different. While wolves will be in love mode if they become tame dogs within the time limit, ocelots will NOT be in love mode once they become cats, even though they continue emitting hearts AS IF they are in love mode.
Once an ocelot is tamed, it immediately becomes a cat, sits, but it still emits hearts. However, you must feed the newly tamed cat ANOTHER raw fish to actually put it in love mode to begin breeding with other cats. This basically proves that fish used for taming and fish used for breeding are treated differently.
This demands that ocelots be made consistent with wolves, since wolves logically enter love mode when the visuals indicate, even if it is quite confusing at first since they can do this while untamed (and therefore unable to actually breed). The ocelots need to actually enter love mode while emitting their hearts, and let that carry over into their cat state if the timer is still active. Otherwise, if you want to remove all love mode mechanics from untamed mobs, then please also remove the hearts. So, you feed an ocelot a fish, it puffs smoke, and eventually it puffs hearts ONCE, and sits and becomes a cat. The next fish you feed it will actually make it enter love mode. Or something. Please just make the system logical.
Note: baby ocelots do not have this issue. You can tame baby ocelots and they will not emit hearts until they become tame, and once that happens, it is only a puff, and not continuous. Use this as a baseline for the adult ocelots in terms of logical mechanics.
Related issues
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Comments


^typo, you linked back to this same ticket. I am curious to see what you're referring to though 🙂

Oh sorry. Long day.
Duplicate of MC-64699

I'd rather see a Relates to tag. There's already a related tag of MC-59843. Both tickets are narrowly focused and consist of people not knowing anything for sure.
Again, my #1 priority is to get some solid info from Mojang about mob behavior. Like why the heck do the hearts show up if they don't allow breeding.

Just add your info to that report. Multiple reports for the same issue don't help. The problem in MC-64699 is exactly what you are describing.

Alright I'll do that.

Actually on second thought, it sounds like you are making a suggestion. Or are you experiencing a bug like certain can no longer be bred?

Yeah, my suggestion is to have this completely nonsensical behavior either changed to make it logical, or declared by Mojang fiat to be WAI, in which case I'd spend the entire next day facedesking.
If you want to get picky, then use wolves as an example. Wild wolves eat meat for no reason at all. It doesn't breed them. It doesn't heal them. Yet it makes them emit hearts. Is that not bug enough for you?

Well all suggestions should go to reddit not here.

You know I was being sarcastic. It's only a suggestion if Mojang declares it to be. Again, taking wolves alone, I have no idea how anyone could possibly think that's not a bug. Is it not an OBVIOUS logical error?
And if untamed mobs are SUPPOSED to be able to be bred, then this is automatically a bug, no matter how you look at it.

Same bug found at MC-64592, but it's older than this one.

Agreed, I'll post there too (though not just copy/paste). If we can all agree that the inconsistency with rabbits is a bug, I think we can agree that the inconsistency with ocelots and wolves are bugs.

Rabbit behavior has been changed in 14w34b! Other mobs are still the same.
Rabbits are nearly flawless except for the one inconsistent behavior of not breeding after eating a carrot until the player switches his held item.

Same comment I made on #MC-68265:
After looking at the code I believe my initial guess was indeed correct.
Code extract from the pig class:
this.i.a(3, new ys(this, 1.0D)):
this.i.a(4, new aaf(this, 1.2D, amh.bY, false)):
this.i.a(4, new aaf(this, 1.2D, amh.bR, false)):
Code extract from the rabbit class:
this.i.a(2, new aaf(this, 1.0D, amh.bR, false));
this.i.a(3, new ys(this, 0.8D)):
"aaf" is the AI that determines that the entity should follow a player holding an specific item (Carrot on a stick and carrots for pigs, and just carrot for rabbits).
"ys" is the AI that makes the entity mate.
As you can see, the mating AI has a smaller priority (smaller means it gets executed first) than the follow AI on the pig,
But, on the rabbit, the follow AI has a smaller priority than the mating AI. Therefore the rabbit will attempt to follow before mating.

I can confirm in 1.8-pre1 release, when breeding rabbits, they stay in "captive" mode after feeding them carrots, until the player switched the item in hand. This does not seem intended, as pigs will breed even while the player is still holding carrots.

Is this still an issue in Minecraft 1.8 ?

Present in 1.8 for chickens, cows and sheeps.

Appears to be happening in 1.8.2pre6

I did some more detailed testing and determined that I only have a beef with the ocelots. Wolves can be looked at too, but the real issue is in the ocelot mechanics. I kept 3 links to other mob issues that are related and very real bugs, but very separate problems.

Posted video of part of the issue.

Affects 15w47c

Is this still an issue in the most recent versions (currently that is 1.10.2, or 16w43a) of Minecraft? If so, please update the affected versions and help us keeping this ticket updated from time to time. If you are the owner/reporter of this ticket, you can modify the affected version(s) yourself.

Well, the main issue this ticket was opened for is pretty much not existent anymore. However, love mode seems to be a little wonky for all mobs. I don't know if it's intentional or not in the newer versions.
Is there an existing, high-traffic ticket concerning the implementation of hearts for love mode? In the past, mobs would continuously emit hearts to indicate they are ready to breed with others. Now, there is only a single puff of hearts and then nothing for the duration of being in love mode.
Found it: MC-93826
Also removed the video attachment, as those mechanics have changed and are out of date.
So I think you can resolve this.
Duplicate of MC-65991?