-
Bug
-
Resolution: Works As Intended
-
None
-
1.19.4
-
None
-
Community Consensus
-
Mob behaviour
After the introduction of the horse breeding changes, I wanted to try making a max-stat horse. After many hours, I realized the new system, while capable of improving most horses stats, it cannot reach the maximum values.
This video by slicedlime shows the new and improved algorithm on a graph. The graph showcases that max value horses are possible by continuing the graph up to the max values. This implies that two non-max horses can breed to create max-stat horses. After gameplay testing, however, this does not appear to be the case.
Steps to reproduce
- Summon two near-max-stat horses i.e.
/summon minecraft:horse ~ ~ ~ {Variant: 0,SaddleItem:{id:saddle,Count:1},Tame:1,Attributes:[{Name:"generic.max_health",Base:29.999f},{Name:"horse.jump_strength",Base:0.999f},{Name:"generic.movement_speed",Base:0.3374999f}]}
- Breed these two horses
- Read new horse attributes with
/data get entity @e[type=minecraft:horse,limit=1,distance=..2] Attributes
- New horse will realistically never have improved stats over the parents, and will instead have decreased attributes.
Example
Jump | Speed | Health | |
---|---|---|---|
Parent 1 | 0.9990000128746033 | 0.3374998867511749 | 29.999000549316406 |
Parent 2 | 0.9990000128746033 | 0.3374998867511749 | 29.999000549316406 |
Child | 0.9503075146831091 | 0.33041889605901087 | 28.5470087244527 |
Maximum | 1.0 | 0.3375 | 30 |
Conclusion: There was a small decrease in jump height, a small decrease in movement speed, and a significant decrease in health, coming from two near-perfect horses.