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Yes, it's been a persistent issue since it was reported.

If this is actually the intended rate of fire for skeletons in Hard mode for that change, then it’s genuinely awful, and should be reviewed by people that actually play the game.

The first clip is on my realm where Actions & Stuff (the animation pack) is running client side only for me personally in my general resources. Players are experiencing this issue that aren’t running a resource pack. It’s not relevant, and has something to do with the recent skeleton rate of fire in relation to the world’s difficulty, which is why I mentioned the world is set to Hard.

[media: 2026-08-24 15-27-52.mp4]

Difficulty is on Hard Mode, the only add-on enabled in this clip is Actions n Stuff which is an animation pack, nothing to do with data or modifying rates of attack.

Showing additional proof of this issue in the recent update, along with the inclusion of the Stray.

Turns out that this bug effects ALL Skeleton types, and is not exclusive to the Parched and the Wither Skeleton.

Once they stand in shade, they will not exit the shade. Even though they are fire resistant, rather through natural means or by wearing a helmet and being effected by fire resistance.

The only exception to them chasing the player out of shaded areas is if they are bumped out into sunlight by another entity, which you can see demonstrated in this clip, but once they step back into the shade, they will once again be reluctant to step outside of it, even if the sunlight poses no threat.

This is not intended behaviour and needs to be fixed.

[media: 2026-05-07 13-09-46.mp4]



[media: 2026-05-07 12-42-40.mp4]

This clip demonstrates the § symbol’s coloured text being reverted to normal text, and the text itself having it’s separators taken away, smashing the text together into a single line.

[media: 2026-05-07 12-40-25.mp4]

This clip shows how signs reset themselves/don’t take separators into account and revert.

Hi mods, please change the status of this bug to Confirmed, as it has been demonstrated twice now, this issue has been around for years if you factor Wither Skeletons into the equation and is definitely a confirmed bug.

Hello.

I am not using anything that would effect how the Parched and Wither Skeleton’s AI behaves. I am using Actions & Stuff, a UI texture pack, and other cosmetic add-ons that change how biomes look, etc. Nothing behaviour related.

This is occurring on a Realm, but I believe it occurs in normal worlds too.

The issue occurs with the Parched and Wither Skeleton regardless of their spawn method.

I only gave the Parched a sword in the video attachment to more easily demonstrate how the Parched will not follow me out of the shade.

Also, to repeat myself, if the Parched or Wither Skeleton is spawned IN daylight, it will aggro normally, but once it steps into shade, it will not step outside of it, as it believes it should avoid daylight.

I was unaware of that, thanks for letting me know the proper command 🙂

Wild that it’s literally a case of switching 1 to 0 and it’s went unfixed for years.

Make this report the primary version to refer to, it has video proof, and is recent, versus the original post that is from the old bug report site, and has seemingly went ignored.

In the console editions, this isn’t an issue that exists, and it’s not on Java either, so this is definitely something that needs looking into, but since it’s such a niche thing, it’s gonna take a long time I’d bet.

It’s fine, you guys will figure it out eventually. Not like I can do anything about it when it’s a bug in the game. Goodluck brotha.

Go ahead and you tell me. This is not my job.

Okay, so I found the gamerule to display tags, and it was set to false for whatever reason, not sure if that happened after an update or my friend changed it, but this was a false alarm regardless. Apologies 🙂

Yeah strange, I made a fresh world to test this and the tag does appear on that world, but on my Realm it does not.

I tested removing all of the add-ons, and the tag still does not display.

The only difference between my Realm world and the fresh one, is that the world on the Realm is also an experimental world with that toggle enabled when it was created.

So I guess that might be the problem, that the tag does not show in experimental worlds?

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