Creepers ignore cats and ocelots when they see a player in survival mode. Creepers avoid cats and ocelots only when there is no targeted player.
In 1.8.9, creepers sometimes don't notice cats and ocelots, but they do avoid them.
UPDATE: Since 15w45a & 15w46a, creepers have the same behavior as in 1.8.9.
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is duplicated by 3
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This is not normal! It's like when you [creeper] see a sweet strawberry [player] but in between there is a huge monster [cat] that wants to eat you. Normal people [creepers] wouldn't go for the strawberry [player].
This bug makes the use of cats for protection pointless. If this stays in the game, you should aswell remove the cats entirely out of the game.
@ ProMobius
Misoloo has a good point, u hav effectivly made cats pointless.
Please undo this, or how about u just make it so that creepers will only randomly prioritize attacking the player over avoiding cats.
@bengineer8 I get your point, but randomness in game design is not an option for enemy behavior. Especially when the behavior can be either positive or negative. A characteristic for games is that they are predictable. So just let them avoid cats. The goal of Minecraft is that it's simple and understandable and this is totally not understandable!
I agree, having cats as "creeper-repellant" was a really good implementation, and a nice addition to wolves/dogs as "defenders".
Making cats seem "more useless" in a way because creeper target the player regardless, is somewhat biased towards dogs (and I say this by being somewhat biased towards cats IRL, albeit I do also like dogs };])
That being said, I know from some other bugposts that the current mob AI system needs to be rewritten, and maybe the "WaI" resolve is a "can't get fixed atm, but will naturally fix itself as soon as we can rewrite the whole mob AI system" like it is in some other cases, according to mod Torabi, who perfectly and kindly explained the resolve reasons "works as intended" and "won't fix".
So although I do absolutely agree that cats should scare off creepers generally, as it involves mob AI, I will for now assume in favour of Mojang, that it might change sometime in the future "naturally", when they've rewritten and "cleaned up" everything in the code }=)
Idea, the chance of a creaper path finding to a player could be inversly proportional to the number of cats within a 3.5 block radius of the player, how does that sound?
In 1.11 (Survival on Server) I'm noticing that creepers rarely run from cats, and skeletons rarely run from dogs. This makes mob farms that use cats/dogs to sort barely work now.
With no path to player, and 2 valid path options (towards cat, or away from cat) it's basically a 50/50 chance of them picking either path.
Creepers are dedicated huggers