FYI - this was fixed when the parent issue MC-95973 was corrected by Prof. Mobius / Thomas Guimbretiere. (Thank you Thomas!)
I've re-tested both cases using horses / donkeys with different terrain configurations in north-south, and east-west directions with and without leads.
The changes in 1.9.3-pre1 have corrected both the general pathfinding issue, and this more specific issue of leading horses / donkeys using leads.
Confirmed in snapshot 16w15a
The changed pathfinding code had no effect on this issue. Tested with Horses and Donkeys in new world.
Confirmed still present in Snapshot 16w15a.
The changes to the pathfinding code had no effect on this issue. Tested with Horses and Donkeys.
While testing snapshots for a related issue, I pin-pointed the snapshot that this issue first appeared in.
The last snapshot that horse pathfinding worked correctly in was 15w39c.
Horse pathfinding failed as described in this issue (MC-95973) in snapshot 15w40 and above. (15w40b etc.)
Knowing the release that the issue appeared in might be helpful to the developers. Could a note be added to the description?
Confirmed for Minecraft 1.9.1-pre3 using the steps listed above.
Tested again in Minecraft 1.9.1 Pre 3. Issue still present.
Changes to pathfinding code in Pre 3 did not seem to affect this issue.
Michael R Jones stated that the issue first appeared in Snapshot 15w40b. (See duplicate: MC-98304)
I can confirm that - I tested 15w39c, and horses with leads worked correctly. I did the same test under 15w40b and horses with leads do not work.
MOD: Could you please append the description with:
"Issue first appeared in 15w40 snapshot"
I think that information would be helpful to the developers.
Confirmed in Minecraft 1.9.1-pre2
Created new 1.9.1-pre2 world, tested issue in both directions (Overworld <-> Nether). Horse "materializes" within side frame of portal and suffocates / dies.
This happens 100% of the time with standard portals (the 2 wide x 3 high type.)
Michael, do you mean 1.9.1 Pre2 perhaps? I wasn't aware that Pre3 was out yet.
I did create a new 1.9.1. Pre2 world and can confirm that the Leashed horses don't walk up full blocks in this version.
This issue really impacts gameplay with horses and more so with chest equipped donkeys and mules. I do hope it is corrected soon.
Confirmed for Minecraft 1.9.1-pre2 using the method I described above in a newly generated 1.9.1-pre2 world.
Changes to pathfinding code in pre2 do not seem to have affected this issue. The problem with Horse and Donkey pathfinding "AI" remains.
Confirmed for Minecraft 1.9
Tested using methods listed above.
Those are the "hitboxes", one of the debugging options.
You can turn them on and off by pressing F3 together with the "B" key.
Could it be that you accidentally enabled them?
Confirmed in Minecraft 1.9 Pre-Release 4
I can confirm that this bug has been present in 1.9 Pre 1, 1.9 Pre 2, and 1.9 Pre 3.
Steps to recreate:
1. Tame any horse or donkey.
2. Ride into Nether Portal
3. Dismount (Horse will teleport through portal)
4. Enter portal
5. Horse will be suffocating or dead nearly 100% of the time with traditional 2 wide x 3 high portals.
They appear within frame of portal. Happens both in Overworld > Nether, and Nether > Overworld portals.
6. Horses may still end up within portal frame for larger portals.
Still present in Minecraft 1.9 Pre3
Method:
1. Create new 1.9-pre3 world.
2. Found horses (note: horses found naturally in world and horses spawned form spawn egg are equally affected.)
3. Dug 3x3 pit 1 block deep, adult horses (tamed, untamed) were unable to leave pit on their own even after considerable time. Foals (child horses) were able to enter and leave normally.
4. Also tested with lead - could not pull adult horse out of 1 block deep pit.
5. Also tested with stairs around edges of 3x3 pit - adult horses were able to enter and leave normally.
This issue may be related to ISSUE: MC-97389 : Horses are pushed into wall on dismount.
I tested in Minecraft 1.9 Pre-Release 3, which includes a fix for MC-97389.
Results: Although horses no longer are pushed into walls on dismount in the overworld (MC-97389), they are still pushed into the frame of Nether Portals when dismounted within a Nether Portal.
This issue is still present in Minecraft 1.9 Pre-Release 3.
Steps:
1. Create new 1.9 Pre-3 World
2. Tame a horse
3. Create walls around horse mount and dismount – horse is not pushed into wall
4. Create Nether Portal, ride horse into portal and dismount – horse is transported into Nether Portal Frame and dies.
I can confirm this issue in Minecraft 1.9 -pre2/snapshot.
A better title for this bug might be "Adult Horse/Donkey Pathfinding Issue"
The pathfinding AI for adult horses seems to treat 1 block elevations as "non-traversable" terrain.
– – – –
Method:
1. Created new 1.9-pre2 world.
2. Found horses.
3. Dug 3x3 pit 1 block deep, adult horses (tamed, untamed) were unable to leave pit on their own even after considerable time. Foals (child horses) were able to enter and leave normally.
4. Also tested with lead - could not pull adult horse out of 1 block deep pit.
5. Also tested with stairs around edges of 3x3 pit - adult horses were able to enter and leave normally.
Tested for 16w07a - Still an issue.
Created new world then tested on Tame Horse, Untamed Horse, and Donkey. They will follow, but will not climb full height blocks as per bug description.
Confirmed for 16w06a. Tame horse. Attach lead. Horse will follow, but not climb 1 block while on lead. If pulled, lead will break.
I can confirm that cows, and chickens do follow and climb 1 block terrain with leads. The problem is just with horses.
redstonehelper,
I believe the original issue has been corrected as of 1.9.3-pre1. Horses now move naturally around (most*) terrain as expected, and also horses can now be pulled using leads across all terrain as expected.
I said "most" as there is a small corner case in which Adult Horse/Donkey pathfinding works differently than it did prior to snapshot 15w40a.
In 1.9.3-pre2:
If a Horse or Donkey is in a 2 x 2 "hole", it will not leave such an area on its own. It can be pushed out by the player or another animal. It can be pulled out by lead. But it will not "autonomously" leave.
(See Screenshot: "Trapped", these 4 animals can not leave the 2x2x1 areas without outside help.)
This is also the case for 2 x 4, and 4 x 2 holes – horses will not leave these areas without the intervention of the player or another creature.
(See screenshot: "Corral Example", The two donkeys and the gray horse will never leave their 1 block high stone corral – but watch the white horse in the larger 4x4 area.)
Larger spaces, such as the 4 x 4 enclosure will allow the horses to navigate freely.
(See screenshot: "Corral Escape", The white horse in the 4 x 4 area will walk out unassisted in a very short period of time.)
I could submit this corner-case as a "new issue" if the moderators or ProfMobius (Thomas) would like – though, it really doesn't impact gameplay.