mojira.dev

EwokSithLord747

Assigned

No issues.

Reported

MCPE-186597 Spawn rule "population_control": "ambient" does not work Invalid MCPE-182214 variable.attack_time fails with Cod runtime ID Incomplete MCPE-182041 behavior.avoid_mob_type not respecting max_dist and max_flee Confirmed

Comments

A similar issue I'm finding is that if the horse behavior.json is modified at all, horse armor will not render.

Tested using an exact copy of the horse behavior.json from the bedrock samples and I'm finding that the horse armor will not render at all.

I'm seeing this occur with any resource pack, regardless of the engine version.

With min_engine_version 1.21.20 I'm seeing this occur.

If you reload, the horse armor appears properly. But if you change the horse armor, the rendered armor does not change at all.

Tested with absolutely no changes to horses, horse entity, or any of the textures or render controllers.

The issue is the biome is missing the 'Monster' tag which is causing all normal monsters not to spawn.

 

Strays look for the cold and frozen tags so they can still spawn, and are the only mob that spawns.

If I understand correctly, the max_dist is the distance at which the entity should start to flee, and max_flee is the distance it will try to achieve from the target.

In that case, it should work with both set to the same value. If the value for both is 24, then when a player is within 24 blocks, the mob will try to get to 24 blocks distance. If player is 15 blocks away, the mob should start to flee to get 24 blocks separation.

I tried again with max_dist set to 16 and max_flee set to 32, but I am still getting the same behavior where max_dist seems to be 3 and max_flee seems to be 10. I also tried the inverse, but that had the same effect where the mob doesn't react until within 3 blocks and stops at 10 blocks away.

I believe neither of these parameters are getting used in any case for the mobs and the default values are always used.

That's interesting, but the max_flee and max_dist are still broken in that case. With the values set to 24, the mobs should start reacting to the player at a greater distance than 3 blocks but they do not. With the values set to 24, the Ocelot should react at 12 blocks distance if it is based on the center of a cube.

It would be good if the documentation were updated to make it clearer which values are radius, and which are centered on a cube.

I also double checked, and the Vanilla Ocelot has max_dist set to 10, which should make it react farther than 3 blocks away. The default value for max_dist is 3 which makes me believe that it is using radius and the given field is ignored.

I added a simple behavior pack which increases the max_dist and max_flee of the Ocelot, Fish, and Salmon mobs. All will still only start for flee from 3 blocks away and will stop at 10 blocks despite the max_dist and max_flee values.

This can also be seen in vanilla with no behavior packs. The Ocelot behavior [ocelot | Microsoft Learn|https://learn.microsoft.com/en-us/minecraft/creator/reference/source/vanillabehaviorpack_snippets/entities/ocelot?view=minecraft-bedrock-stable] has 'behavior.avoid_mob_type' 'max_dist' set to 10, but it does not begin to flee until the player is within 3 blocks.