mojira.dev

Alexandrew the Great

Assigned

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Reported

MC-171065 Iron Golem Leads Duplicate

Comments

I have a new development. I have tested it and while the bug does still seem to happen to Iron Golems it DOES NOT impact zoglins. After leashing and moving arround a zoglin (what produces this error) and the unleashing the zoglin, I found that the zoglin will still attack anything and its path finding ability does not seem to be damaged by this error. 

Despite being 'leaded' the zoglin's path finding is not damaged unlike the Iron Golem.

(It should be noted I have found tamed wolves to produce this same error when 'leaded' so the error is not unique to Iron Golems; instead, the zoglin is unique in that it seems to be unaffected by the lead and still path finds correctly.) 

I have a similar issue but I have seen it more expansively than this as it happens to me with ANY mob that attacks hostile mobs. I have had this with self made iron golems, tamed wolves, wild wolves, all after the mobs are put on a lead. More information here:

https://bugs.mojang.com/browse/MC-171065

I am still playing around with this and it seems that if you go several chunks away, like so far that you cannot see the iron golem and then come back the iron golem once again remembers how to path find. I think it is a problem with mobs and how their AIs adapt to being put on a lead. In fact while writing this text I found out that wolves do the same thing. If the are tamed or untamed just put them on a lead, take it off, and spawn a skeleton which the wolves should go after regardless but it won't; instead the wolf seems like it has trouble path finding and won't really leave the black it is standing on. Again I think it is a problem with mob AIs and how they react to being leaded. My theory is when a mob is put on a lead their AI is supposed to changes so that they won't run off in all sorts of directions trying to chase something down and possibly breaking the lead. But that part of the AI that turns on when a mob is leaded never turns off after the mob is unleaded. However, it would have to be something only with defensive mobs attack hostile mobs because I can't in anyway replicate the problem with passive mobs. 

Please fix this because secondary defense mobs are a huge part of my play style.