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Bug
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Resolution: Unresolved
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None
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1.20.81 Hotfix, 1.21.2 Hotfix
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None
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Confirmed
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Multiple
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750722
Setting max_dist and max_flee above the default values of 3 and 10 does not make any difference.
If a mob has max_dist and max_flee value of 24, the mob will only start fleeing once the target is within 3 blocks and will only flee up to 10 block away.
This can be seen easily by spawning a vanilla ocelot. In the behavior file, it is supposed to flee from players 10 block away. However, it won't start fleeing until the player is 3 blocks away.
This is extra obvious when setting the max_dist and max_flee higher in a behavior pack.
For example, when setting the Salmon behavior.json behavior.avoid_mob_type max_dist and max_flee to 24, the salmon will only start fleeing within 3 blocks and will stop at 10 blocks away.
This can also be recreated easily by using the Ocelot behavior.json and setting max_dist and max_flee to 24. The ocelot will only begin to flee at 3 blocks away and will stop at 10 blocks.
Expected behavior:
With max_dist set higher, mobs will start to flee from farther away. With max_flee set higher, mobs will flee to a greater distance. These values seem to be capped or hardcoded to 3 and 10 blocks and the fields are ignored.
I have attached a simple behavior pack below which increases the max_dist and max_flee of the Ocelot, Fish (cod), and Salmon mobs to 24. All will start to flee when the player is within 3 blocks and will stop running at 10 blocks away.
This can also be seen in the vanilla behavior where the Ocelot has max_dist 10, but it does not begin to flee until the player is 3 blocks away.
- relates to
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MCPE-153784 Simulation distance description in the new UI is nonsensical and misleading
- Open
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MCPE-38533 Cats sometimes do not scare away creepers
- Reopened
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MCPE-62439 Skeletons do not consistently avoid wolves
- Reopened