@Avoma.
Yes. When a mob or player dies near a sculk catalyst, some unknown process prevents the player from receiving experience orbs, a mysterious charge builds up in the nearby sculk in proportion to the amount of experience lost, and the code executes a mysterious replace blocks command very similar to the erstwhile ant program last seen in 21w14infinite. On the other hand, if a baby mob dies, nothing happens, because they don't drop experience orbs, and according to a recent bugfix, the sculk catalyst wasn't supposed to react when villagers turn into zombie villagers either [Edit: MC-250019]. Long story short, the sculk catalyst is supposed to absorb and transmit experience, and it's not doing that in three different ways. That's a bug. Just not your usual one.
@Anthony Cicinelli
Okay. If you think it's a feature, then I'm sure it's a feature. However, if I thought it was a feature, trust me, I wouldn't have posted it here. Looks like a bug to me.
@Sculk man
Sculk catalysts spread sculk blocks proportionally to the amount of experience orbs dropped by players and mobs. Unless there's a particular reason in lore why the sculk has to be exclusively carnivorous, my guess is this is a bug, caused by tracking the death of the mob, instead of the experience itself. Bottles o' enchanting are obtained from the same cleric villagers that buy up all the rotten flesh. Thanks for the reminder though–the sculk catalysts currently don't absorb experience dropped through mining ores, either.
@Pelle Reinke, @ampolive
As I stated in my original report, the issue is an inconsistency between mob behaviour when targeting a player, as opposed to when they aren't. Spiders could always target a player, if memory serves, because of their spider senses, but if I recall correctly, Mojang changed that due to how they would always get stuck between wall and ceiling, and pile up in a spidery surprise when caving. When zombie AI was modified to target villagers, the range by which they could locate villagers was utterly ridiculous, and they would traverse large mazes to find them. I think at one stage mobs would lose their target if their AI took them through tall grass, as well. It was an interesting issue at the time,, and I think it linked to creepers being able to dive-bomb players from heights, and skeletons changing their shooting habits when going around corners, as well.
All I can say is, I'm impressed that Greg Milson managed to keep the issue alive for six years, and that people are still interested.
Perhaps now the team are working on the Warden, and sound interaction, and other 'blind' mobs, they might be willing to take a look at this issue again.
@Marcono1234
I think MC-3626 has more to do with the hostile mobs being unable to attack, or losing track of the player in vines/sugar canes in 1.4.5.
Remember when creepers/any hostile mob would hang outside the window, and follow you to the door? This bug MC-64370 in 14w30c almost reverses that behavior: hostile mobs can no longer see the player through a glass window, but once they lock on to the player, they will walk through vines and navigate opaque-block mazes straight to the player's position,
This bug still affects 14w30c.
Confirmed for 14w29a and 14w29b.
Confirmed for 14w28a
@ampolive 'Unless there's a particular reason in lore why the sculk has to be exclusively carnivorous, my guess is this is a bug, caused by tracking the death of the mob, instead of the experience itself.' <—Me. You --> 'Sculk catalysts only convert experience through the death of mobs: it is specifically designed and coded like this; they don't convert experience gathered through other means, such as drops from ores, picking up items from furnaces, etc.'
Glad we're on the same page. It's a bug, caused by coding it in a hurry and hoping no one would notice, unless there's an in-lore reason why the experience generated by command blocks and bottles o' enchanting is different to the experience generated by spawning in the mob first.