How to reproduce:
1. spawn some bow-wielding skeletons with skeleton spawn egg
2. Connect this command to a constantly-running redstone clock:
/entitydata @e[type=Skeleton] {NoAI:false}
3. You'll see that skeletons close in to you as if they wanted to hit you with a sword (but they don't harm you in any way), instead of keeping distance and shooting you with a bow. The same thing applies for wither skeletons.
Comments 5
@Torabi, Just to make a quick correction: "true" and "false" equates to a Byte value of 1 and 0, which is exactly what the NoAI tag needs.
@John Dame, I'm not sure what you're asking (I'm not the OP by the way). "false" is literally read as "0b". There's no difference internally; I was simply correcting a mistake from a comment that stated "false" cannot be used when it can be.
@unknown is indeed correct. I'm not sure if I was mistaken, or if that's something that's changed, but I just tested it, and Minecraft does accept true and false for binary values in commands. I don't use typically use commands while playing – basically, I only use them when testing bugs – so I'm not intricately familiar with the format, and often have to look things up.
Regardless, this issue is still invalid, because setting the NoAI tag at any time other than entity creation can have unpredictable results – it's not intended to have any particular effect. The tag does one very specific thing, and affects each entity differently.
The NoAI tag only takes the values 1 and 0, not true and false.Aside from that, Problems caused by changing internal NBT tags during the lifetime of an entity are not considered bugs.