Minecraft
  1. Minecraft
  2. MC-108464

followRange Attribute doesn't work properly on some mobs

    Details

    • Type: Bug Bug
    • Status: Resolved
    • Resolution: Fixed
    • Affects Version/s: Minecraft 16w40a, Minecraft 16w41a
    • Fix Version/s: Minecraft 1.11.1
    • Security Level: Minecraft - Public (Viewable by everyone)
    • Labels:
      None
    • Confirmation Status:
      Unconfirmed

      Description

      followRange doesn't work properly on Snowmen. It works as long as the snowman is able to walk. It works on a snowman summoned like this:

      /summon minecraft:snowman ~ ~3 ~ {Attributes:[{Name:generic.followRange,Base:100}]}
      

      But it doesn't work as soon as the snowman isn't able to move anymore. E.g. a snowman summoned with this command:

      /summon minecraft:snowman ~ ~3 ~ {Attributes:[{Name:generic.followRange,Base:100}],NoGravity:1}
      

      or this command:

      /summon minecraft:armor_stand ~ ~3 ~ {Passengers:[{id:snowman,Attributes:[{Name:generic.followRange,Base:100}],Invulnerable:1}]}
      

      A snowman summoned with that command doesn't try to move and doesn't shoot snowballs at e.g. a zombie that is further away from it than a few blocks.

      I'm pretty sure the snowman should still shoot zombies within the 100 block range even if it can't hit them. Because other mobs that shoot things (like Skeletons) still try to hit mobs that they target in their followRange even when they can't reach them.

      Summoning a Skeleton with this command:

      /summon skeleton ~ ~3 ~ {Attributes:[{Name:generic.followRange,Base:100}],NoGravity:1,HandItems:[{id:bow,Count:1},{}],ArmorItems:[{},{},{},{id:stone,Count:1}]}
      

      And then summoning this zombie:

      /summon zombie ~ ~1 ~ {UUIDLeast:1,UUIDMost:1}
      

      around 90 blocks away from the skeleton and then using this command:

      /execute @e[type=skeleton] ~ ~ ~ /summon potion ~ ~4 ~ {ownerName:"00000000-0000-0001-0000-000000000001",Potion:{id:"minecraft:splash_potion",Count:1,tag:{CustomPotionEffects:[{Id:6,Amplifier:0,Duration:20,ShowParticles:0b}]}}}
      

      shows that skeletons still target & shoot mobs even if they can't reach them.

      I tested some more mobs:

      • Strays, Guardians, Evokers & Shulker attack like skeletons
      • Witches aren't attacking like snowmen
      • Blazes are flying up but aren't attacking
      • Withers probably aren't attacking either, but I'm not sure because it only attacked the armorstand I spawned it on so that it wouldn't move. (are they supposed to do that?)

      Some more tests:

      • Snowman, Blazes & Witches both still attack mobs as long as they are in their default follow range, but when they are further away (but still in the custom follow range) they will behave like they have NoAI.
      • Withers aren't attacking the zombie even when it's close, but still have an AI (they always tried to kill an armorstand instead of the zombie so I'm not sure what exactly is wrong with them)
      • Guardians aren't effected by my damage, wither or healing potions and don't attack the zombie because of that, but they still attack squids that are nearly 100 blocks away
      /summon minecraft:armor_stand ~ ~3 ~ {Passengers:[{id:wither,Attributes:[{Name:generic.followRange,Base:100}],NoGravity:1}]}
      
      /summon minecraft:armor_stand ~ ~3 ~ {Passengers:[{id:guardian,Attributes:[{Name:generic.followRange,Base:100}],NoGravity:1}]}
      

      Also this bug doesn't happen because of the "NoGravity"-tag.
      It was just an easy way to make the mob not move, but I now tested the same things with entitys on an armorstand instead and they behave the same way:

      /summon minecraft:armor_stand ~ ~3 ~ {Passengers:[{id:snowman,Attributes:[{Name:generic.followRange,Base:100}],Invulnerable:1}]}
      

      Johnny Vindicators seem to behave in the same way

        Activity

        Hide
        Meri Diana added a comment -

        Possibly duplicate of MC-102965 ?

        Some of my mapmaking colleagues discussed a bit ago that the "NoGravity"-tag seems to work for some mobs again like it worked a while ago, as if it would be also a "NoAI"-tag.

        Show
        Meri Diana added a comment - Possibly duplicate of MC-102965 ? Some of my mapmaking colleagues discussed a bit ago that the "NoGravity"-tag seems to work for some mobs again like it worked a while ago, as if it would be also a "NoAI"-tag.
        Hide
        McTsts added a comment -

        Snowman & Witches still attack so it isn't like NoAI, they just only attack if what they are trying to attack is in their normal follow range. As soon as what they are trying to attack is further away (but still in the custom follow range) they behave like they have NoAI.

        Withers & Guardians seem to behave like in MC-102965

        Show
        McTsts added a comment - Snowman & Witches still attack so it isn't like NoAI, they just only attack if what they are trying to attack is in their normal follow range. As soon as what they are trying to attack is further away (but still in the custom follow range) they behave like they have NoAI. Withers & Guardians seem to behave like in MC-102965
        Hide
        Meri Diana added a comment -

        McTsts Sorry, I worded it not elaborate enough:
        Not ALL mobs are being affected that "NoGravity" would more or less behave like "NoAI".
        I don't know whether or not "NoGravity" currently has the exact same specs like it did back then when those mobs were just simply "paralyzed" and didn't move at all.
        It also seems that not ALL mobs are being affected by NoGravity in a "NoAI-manner" as it has once been for most of them, so maybe dependant on your choice of mob and some other weirdness like "NoGravity only "half" behaving like "NoAI", it may seem as if it would be due to followRange, I honestly don't know at the moment, there is so much strangeness currently with that tag }xD

        I currently don't have the time to really thoroughly look into it if it is just a dupe of MC-102965, but maybe somebody else could so some testing, and I will try to do some tests within the next days as well }=)

        Show
        Meri Diana added a comment - McTsts Sorry, I worded it not elaborate enough: Not ALL mobs are being affected that "NoGravity" would more or less behave like "NoAI". I don't know whether or not "NoGravity" currently has the exact same specs like it did back then when those mobs were just simply "paralyzed" and didn't move at all. It also seems that not ALL mobs are being affected by NoGravity in a "NoAI-manner" as it has once been for most of them, so maybe dependant on your choice of mob and some other weirdness like "NoGravity only "half" behaving like "NoAI", it may seem as if it would be due to followRange, I honestly don't know at the moment, there is so much strangeness currently with that tag }xD I currently don't have the time to really thoroughly look into it if it is just a dupe of MC-102965 , but maybe somebody else could so some testing, and I will try to do some tests within the next days as well }=)
        Hide
        McTsts added a comment -

        I tested it with the mobs on armorstands instead of NoGravity now. Still the same result. It doesn't seem like this bug happens because of NoGravity:1

        Show
        McTsts added a comment - I tested it with the mobs on armorstands instead of NoGravity now. Still the same result. It doesn't seem like this bug happens because of NoGravity:1
        Hide
        Redstone Commander added a comment - - edited

        A lot of this also seems true for the Johnny Vindicators. I placed blazes within the follow range I gave the Johnny Vindicators and they also seemed to obey only their default follow range, moving or not. The issue I am having is only active in 16w41a. I used /entitydata to give the range. It was in my mob battle arena and the command was this:
        /entitydata @e[type=!Player,tag=!Preparing] {Tags:["Preparing"],NoAI:1,Attributes:[

        {Name:generic.followRange,Base:75}

        ],PersistenceRequired:1}

        Show
        Redstone Commander added a comment - - edited A lot of this also seems true for the Johnny Vindicators. I placed blazes within the follow range I gave the Johnny Vindicators and they also seemed to obey only their default follow range, moving or not. The issue I am having is only active in 16w41a. I used /entitydata to give the range. It was in my mob battle arena and the command was this: /entitydata @e [type=!Player,tag=!Preparing] {Tags: ["Preparing"] ,NoAI:1,Attributes:[ {Name:generic.followRange,Base:75} ],PersistenceRequired:1}
        Hide
        [Helper] Marcono1234 added a comment -

        Not fixed for blazes.

        Please structure your report in a way that it contains a list of all affected entities. That way it is easier to see which need to be fixed.

        Show
        [Helper] Marcono1234 added a comment - Not fixed for blazes. Please structure your report in a way that it contains a list of all affected entities. That way it is easier to see which need to be fixed.

          People

          • Assignee:
            [Mojang] Maria Lemón
            Reporter:
            McTsts
          • Votes:
            1 Vote for this issue
            Watchers:
            6 Start watching this issue

            Dates

            • Created:
              Updated:
              Resolved: