mojira.dev
MCPE-171318

Wide mobs (e.g. ravager, iron golem) will not navigate up non-full blocks (e.g. path, farmland)

Steps to reproduce

  1. Load

[media]
  1. Press either button.

  2. Press the other button.

Expected result

The ravager jumps up the paths to kill the villager. The golem jumps up the paths to kill the skeleton.

Observed result

The ravager and iron golem freeze at the paths.


Iron golem can't navigate up through non full blocks properly ex path blocks, farmland (video included)

Related issues

Attachments

Comments

migrated
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Wafity

I hate this bug, happens in my world too!

migrated

I could not reproduce. Are there any active packs in your world? 

[Mod] EVGENSYPERPRO

I would like to share more information on this issue and a possible solution.

Also affects:

  • Sniffer

  • Iron golem

  • Ravager

  • Turtle

  • Pig (when the player rides)

  • Strider (when the player rides)

  • Horse (when the player is not rides)

Adding the minecraft:variable_max_auto_step component will allow the specified mobs to correctly navigate up non-full blocks such as path, farmland and will match the java version (with the exception of the sniffer - it does not have "auto step" behavior in java).

Pigs and striders should only have "auto step" behavior when controlled by the player.

Also, the height to which the mobs will step up must be without +1 pixel, as at the moment the enderman, camel and horse ride - this does not apply to the Default Values. This will prevent issues like MCPE-164717 and be like java.

Here is a behavior pack adding this for iron_golem, ravager, turtle, pig. Pig will have an auto step component all the time, not just when controlling the player.*

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MCExplorer44

This is a big issue with Striders in the Nether and the Soulsand Valley biomes. The player must find a non-Soulsand block to exit the lava when riding atop a Strider. It is especially troublesome when Ghasts are present.

migrated

(Unassigned)

1084497

Confirmed

Multiple

1.20.0, 1.20.13 Hotfix

Retrieved