Minecraft
  1. Minecraft
  2. MC-101197

Cannot use leads on wild ocelots

    Details

    • Type: Bug Bug
    • Status: Resolved
    • Resolution: Fixed
    • Affects Version/s: Minecraft 1.9.2, Minecraft 1.9.3 Pre-Release 1, Minecraft 1.9.3 Pre-Release 2, Minecraft 1.9.3 Pre-Release 3, Minecraft 1.10.2, Minecraft 16w32b, Minecraft 16w33a, Minecraft 16w35a, Minecraft 16w40a, Minecraft 16w41a, Minecraft 16w42a, Minecraft 16w43a, Minecraft 16w44a, Minecraft 1.11 Pre-Release 1, Minecraft 1.11
    • Fix Version/s: Minecraft 16w50a
    • Security Level: Minecraft - Public (Viewable by everyone)
    • Labels:
      None
    • Environment:

      Win 8.1 Java 64 1.8.0_73

    • Confirmation Status:
      Confirmed

      Description

      Leads cannot be attached to wild ocelots anymore. Tamed cats are not affected.

      The issue started in snapshot 16w04a.

        Issue Links

          Activity

          Hide
          katzinger added a comment -

          Confirmed to still occur in 10.2 for Windows 10. Untamed Wolves also cannot have leads attached to them, but polar bears can.

          For consistency and fun gameplay, please make it so that all animals can have leads attached to them instead of ruling this working as intended.

          Show
          katzinger added a comment - Confirmed to still occur in 10.2 for Windows 10. Untamed Wolves also cannot have leads attached to them, but polar bears can. For consistency and fun gameplay, please make it so that all animals can have leads attached to them instead of ruling this working as intended.
          Hide
          Socks added a comment -

          still in 1.11 Pre-Release 1

          Show
          Socks added a comment - still in 1.11 Pre-Release 1
          Hide
          Meri Diana added a comment -

          Maybe it's only me and a few others, but in my opinion wild untamed or untamable mobs should NOT be leashable, at least not in Survival.
          This should have been resolved as WaI, from my logic. Same goes for MC-104778 but of course I do understand it is Mojang's/the Devs' decision what to see as WaI or as bug.

          Show
          Meri Diana added a comment - Maybe it's only me and a few others, but in my opinion wild untamed or untamable mobs should NOT be leashable, at least not in Survival. This should have been resolved as WaI, from my logic. Same goes for MC-104778 but of course I do understand it is Mojang's/the Devs' decision what to see as WaI or as bug.
          Hide
          katzinger added a comment -

          I completely disagree with Meri Diana's comment. There is no reason to artificially limit gameplay, especially when the functionality has already been fixed.

          You can already transport ocelots and untamed wolves via boats and minecarts. What benefit is there to be obtained from limiting users to moving them using these clunkier methods? You can already attach leads to polar bears and passive mobs like cows, which can never be tamed. You can attach leads to untamed llamas and horses. You can even attach leads to iron golems which demonstrate a level of sentience. Why not ocelots and wolves?

          Furthermore, removing this functionality only hurts players, especially those from the younger audience. It's not unreasonable for players to want to make a zoo, or to have a pet that isn't a tamed cat/dog or farm animal. Why would you make it unreasonably arduous to do so? How does allowing players to easily move these creatures to a desired area hurt anyone playing the game in any tangible way?

          Show
          katzinger added a comment - I completely disagree with Meri Diana's comment. There is no reason to artificially limit gameplay, especially when the functionality has already been fixed. You can already transport ocelots and untamed wolves via boats and minecarts. What benefit is there to be obtained from limiting users to moving them using these clunkier methods? You can already attach leads to polar bears and passive mobs like cows, which can never be tamed. You can attach leads to untamed llamas and horses. You can even attach leads to iron golems which demonstrate a level of sentience. Why not ocelots and wolves? Furthermore, removing this functionality only hurts players, especially those from the younger audience. It's not unreasonable for players to want to make a zoo, or to have a pet that isn't a tamed cat/dog or farm animal. Why would you make it unreasonably arduous to do so? How does allowing players to easily move these creatures to a desired area hurt anyone playing the game in any tangible way?
          Hide
          Meri Diana added a comment -

          katzinger There is no need to raise the pitchfork against me and start a discussion with me, when it's already been decided anyway.
          As for your arguments:
          Boats catch any entity, any that walks/swims closeby (they fixed squids for obvious reasons sometime ago).
          Polar bears on leads make no sense to me either. You cannot tame nor breed them. They are relatively new mobs as well, so it might have been just overlooked or intentionally left in for the younger audience, due to the "cuteness factor" of bears. Llamas are also fairly new (from my view they're pretty useless for Survival; [Creative got always uses for new mobs]). They also seem more like a "fun" or "cute" addition for the younger audience to me.

          One can argue that pigs, cows, chicken, are "domesticated" animals, you can breed them as a player, and they will follow you if you hold their according food item (wheat/wheat seeds/carrots). They are in the game since very long, so some sort of "inconsistencies" to newly added mobs that you argument with can happen. It's not the only area where inconsistencies in the game occur after all.

          Wolves and ocelots are wild. You cannot breed them in the way that they'd maintain their species.
          You can only tame them to a domesticated version (dog/cat) and henceforth breed them.

          Villager Golems are either player-created or "by the village", so that seems still logical to me, as they are not "living beings" in that sense, rather a "tool", the same goes for player-created SnowMen/Snow Golems. Golems are "animated anthropomorphic beings that are magically created entirely from inanimate matter".

          It does not "hurt" me the least, as a player, I just try to "emotionlessly" word what seems like "Vanilla Survival" to me and other players I talk about these topics, with no regards whether or not it is "fun" or "easier" or better for "especially the younger audience" or not. If you go by that argument, there would be plenty other things that need to be implemented or re-implemented.

          Only because something facilitates the game or makes it "more fun" is not an argument to be part of Vanilla, as we also can see by what gets removed or implemented.

          Show
          Meri Diana added a comment - katzinger There is no need to raise the pitchfork against me and start a discussion with me, when it's already been decided anyway. As for your arguments: Boats catch any entity, any that walks/swims closeby (they fixed squids for obvious reasons sometime ago). Polar bears on leads make no sense to me either. You cannot tame nor breed them. They are relatively new mobs as well, so it might have been just overlooked or intentionally left in for the younger audience, due to the "cuteness factor" of bears. Llamas are also fairly new (from my view they're pretty useless for Survival; [Creative got always uses for new mobs] ). They also seem more like a "fun" or "cute" addition for the younger audience to me. One can argue that pigs, cows, chicken, are "domesticated" animals, you can breed them as a player, and they will follow you if you hold their according food item (wheat/wheat seeds/carrots). They are in the game since very long, so some sort of "inconsistencies" to newly added mobs that you argument with can happen. It's not the only area where inconsistencies in the game occur after all. Wolves and ocelots are wild. You cannot breed them in the way that they'd maintain their species. You can only tame them to a domesticated version (dog/cat) and henceforth breed them. Villager Golems are either player-created or "by the village", so that seems still logical to me, as they are not "living beings" in that sense, rather a "tool", the same goes for player-created SnowMen/Snow Golems. Golems are "animated anthropomorphic beings that are magically created entirely from inanimate matter". It does not "hurt" me the least, as a player, I just try to "emotionlessly" word what seems like "Vanilla Survival" to me and other players I talk about these topics, with no regards whether or not it is "fun" or "easier" or better for "especially the younger audience" or not. If you go by that argument, there would be plenty other things that need to be implemented or re-implemented. Only because something facilitates the game or makes it "more fun" is not an argument to be part of Vanilla, as we also can see by what gets removed or implemented.

            People

            • Assignee:
              [Mojang] Maria Lemón
              Reporter:
              Early Reflections
            • Votes:
              2 Vote for this issue
              Watchers:
              8 Start watching this issue

              Dates

              • Created:
                Updated:
                Resolved:
                CHK: