Some larger entities on fire cannot pathfind correctly to water below them under some situations
Some larger entities which are either nearly a block big, or larger than a block behave erratically and incorrectly when trying to pathfind into water at foot level under some circumstances.
Steps to Reproduce:
- Place down a single water source in the ground
- Spawn a cow
- Light it on fire
Observed Behavior:
The cow will pathfind to the water as expected, but will spin around on top of the water, never falling into it. It will stay lit on fire, and possibly die because of this.
Expected Behavior:
The cow would pathfind to the water, and fall in as it intends to.
Screenshots/Videos:
Notes:
Related to MC-228464 MC-223922 MC-200924 MC-165952 MC-248099
Linked Issues
relates to5
- Unresolved
[Mod] JiingyD
- 14
- 8
- Confirmed
Low
- Gameplay
- Mob behaviour
- burn fire hitbox mob pathfinding water
18w19b - 1.20.5
18w19b 1.13-pre1 1.13-pre2 1.13-pre3 1.13-pre4 1.13-pre5 1.13-pre6 1.13-pre7 1.13-pre8 1.13-pre9 1.13-pre10 1.13 18w30b 18w31a 18w32a 18w33a 1.13.1-pre1 1.13.1 1.13.2 18w43a 18w43b 18w43c 18w44a 18w45a 18w46a 18w47a 18w47b 18w48a 18w48b 18w49a 18w50a 19w02a 19w03a 19w03b 19w03c 19w04a 19w04b 19w05a 19w06a 19w07a 19w08a 19w08b 19w09a 19w11a 19w11b 19w12b 19w13b 19w14a 19w14b 1.14-pre2 1.14-pre3 1.14-pre4 1.14-pre5 1.14 1.14.1-pre1 1.14.1-pre2 1.14.1 1.14.2-pre1 1.14.2-pre2 1.14.2-pre3 1.14.2-pre4 1.14.2 1.14.3-pre2 1.14.3-pre3 1.14.3-pre4 1.14.4 19w37a 19w41a 1.15-pre4 1.15.1 1.15.2 20w20a 1.20.4 24w11a 1.20.5-rc2 1.20.5
Created Issue:
Cow doesn't go into water when on fire sometimes
In the screenshot it rotated row after row but didn't get down to the pool. Its hitbox is indeed wider than one block, but he should have the ability of getting into the wider pool.
In the screenshot it rotated row after row but didn't get down to the pool. Its hitbox is indeed wider than one block, but
heshould have the ability of getting into the wider pool.In the screenshot it rotated row after row but didn't get down to the pool. Its hitbox is indeed wider than one block, but it should still have the ability of getting into the wider pool.
In the screenshot, when the cow runs onto a 1*1 block of water it rotated row after row but didn't get down to the pool. Its hitbox is indeed wider than one block, but it should still have the ability of getting into the wider pool.
In the screenshot, when the cow runs onto a 1*1 block of water (three sides of it are surrounded by grass, and the other is conneted to a pool), it rotated row after row but didn't get down to the pool. Its hitbox is indeed wider than one block, but it should still have the ability of getting into the wider pool.
Cow doesn't go into water when on firesometimesCow doesn't go into water when on fire when runs onto a 1*1 block of water
Cow doesn't go into waterwhen on firewhen runs onto a 1*1 block of waterWhen on fire, cow doesn't go into water, when runs onto a 1*1 block of water
Updated.
When on fire,cow doesn't go into water, when runs onto a 1*1 block of waterWhen on fire, some mobs whose hitboxes are bigger than a 1*1 block rotate rapidly above a 1*1 block of water instead of going into the larger pond
I mean when it runs onto a *1*1 block of water* (three sides of it are surrounded by grass, and the other is conneted to a pool), it won't run into the pool and would rather rotate rapidly at the same place. I know the possibility may be very low, but it indeed happened to me.
In the screenshot, when the cow runs onto a 1*1 block of water (three sides of it are surrounded by grass, and the other is conneted to a pool), it rotated row after row but didn't get down to the pool. Its hitbox is indeed wider than one block, but it should still have the ability of getting into the wider pool.
HOW TO REPRODUCE:
Make a terrian and spawn a cow like Screenshot 1.
Put the cow on fire using flint and steel.
Notice how the cow will rotate rapidly above a 1*1 block of water instead of going into the larger pond like Screenshot 2 & 3.
EDIT: For sheeps and pigs, they rotate for a round or two, and then sink into the water block below.
In the screenshot, when the cow runs onto a 1*1 block of water (three sides of it are surrounded by grass, and the other is conneted to a pool), it rotated row after row but didn't get down to the pool. Its hitbox is indeed wider than one block, but it should still have the ability of getting into the wider pool.
HOW TO REPRODUCE:
Make a terrian and spawn a cow like Screenshot 1.
Put the cow on fire using flint and steel.
Notice how the cow will rotate rapidly above a 1*1 block of water instead of going into the larger pond like Screenshot 2 & 3.
EDIT: For sheeps and pigs, they rotate for a round or two, and then sink into the water block below.
In the screenshot, when the cow runs onto a 1*1 block of water (three sides of it are surrounded by grass, and the other is conneted to a pool), it rotated row after row but didn't get down to the pool. Its hitbox is indeed wider than one block, but it should still have the ability of getting into the wider pool.
HOW TO REPRODUCE: (COPIED FROM
MC-130823)Make a terrian and spawn a cow like Screenshot 1.
Put the cow on fire using flint and steel.
Notice how the cow will rotate rapidly above a 1*1 block of water instead of going into the larger pond like Screenshot 2 & 3.
EDIT: For sheeps and pigs, they rotate for a round or two, and then sink into the water block below.
Cannot reproduce. The cow will always run into water.
In the screenshot, when the cow runs onto a 1*1 block of water (three sides of it are surrounded by grass, and the other is conneted to a pool), it rotated row after row but didn't get down to the pool. Its hitbox is indeed wider than one block, but it should still have the ability of getting into the wider pool.HOW TO REPRODUCE: (COPIED FROM
MC-130823)Make a terrian and spawn a cow like Screenshot 1.
Put the cow on fire using flint and steel.
Notice how the cow will rotate rapidly above a 1*1 block of water instead of going into the larger pond like Screenshot 2 & 3.
EDIT: For sheeps and pigs, they rotate for a round or two, and then sink into the water block below.
When the cow runs onto a 1*1 block of water (three sides of it are surrounded by grass, and the other is conneted to a pool), it rotated row after row but didn't get down to the pool. Its hitbox is indeed wider than one block, but it should still have the ability of getting into the wider pool.
HOW TO REPRODUCE: (COPIED FROM
MC-130823)Make a terrian and spawn a cow like Screenshot 1.
Put the cow on fire using flint and steel.
Notice how the cow will rotate rapidly above a 1*1 block of water instead of going into the larger pond like Screenshot 2 & 3.
EDIT: For sheeps and pigs, they rotate for a round or two, and then sink into the water block below.
When the cow runs onto a 1*1 block of water (three sides of it are surrounded by grass, and the other is connected to a pool), it rotated row after row but didn't get down to the pool. Its hitbox is indeed wider than one block, but it should still have the ability of getting into the wider pool.
HOW TO REPRODUCE: (COPIED FROM
MC-130823)Make a terrian and spawn a cow like Screenshot 1.
Put the cow on fire using flint and steel.
Notice how the cow will rotate rapidly above a 1*1 block of water instead of going into the larger pond like Screenshot 2 & 3.
EDIT: For sheeps and pigs, they rotate for a round or two, and then sink into the water block below.
When the cow runs onto a 1*1 block of water (three sides of it are surrounded by grass, and the other is connected to a pool), it rotated row after row but didn't get down to the pool. Its hitbox is indeed wider than one block, but it should still have the ability of getting into the wider pool.
HOW TO REPRODUCE: (COPIED FROM
MC-130823)Make a terrian and spawn a cow like Screenshot 1.
Put the cow on fire using flint and steel.
Notice how the cow will rotate rapidly above a 1*1 block of water instead of going into the larger pond like Screenshot 2 & 3.
EDIT: For sheeps and pigs, they rotate for a round or two, and then sink into the water block below.
When the cow runs onto a 1*1 block of water (three sides of it are surrounded by grass, and the other is connected to a pool), it rotated row after row but didn't get down to the pool. Its hitbox is indeed wider than one block, but it should still have the ability of getting into the wider pool.
HOW TO REPRODUCE: (COPIED FROM
MC-130823)Make a terrian and spawn a cow like Screenshot 1.
Before the cow moves into other places, put the cow on fire using flint and steel.
Notice how the cow will rotate rapidly above a 1*1 block of water instead of going into the larger pond like Screenshot 2 & 3.
EDIT: For sheeps and pigs, they rotate for a round or two, and then sink into the water block below.
When the cow runs onto a 1*1 block of water (three sides of it are surrounded by grass, and the other is connected to a pool), it rotated row after row but didn't get down to the pool. Its hitbox is indeed wider than one block, but it should still have the ability of getting into the wider pool.
HOW TO REPRODUCE: (COPIED FROM
MC-130823)Make a terrian and spawn a cow like Screenshot 1.
Before the cow moves into other places, put the cow on fire using flint and steel.
Notice how the cow will rotate rapidly above a 1*1 block of water instead of going into the larger pond like Screenshot 2 & 3.
EDIT: For sheeps and pigs, they rotate for a round or two, and then sink into the water block below.
When the cow runs onto a 1*1 block of water (three sides of it are surrounded by grass, and the other is connected to a pool), it rotated row after row but didn't get down to the pool. Its hitbox is indeed wider than one block, but it should still have the ability of getting into the wider pool.
HOW TO REPRODUCE: (COPIED FROMMC-130823)Make a terrian and spawn a cow like Screenshot 1.
Before the cow moves into other places, put the cow on fire using flint and steel.
Notice how the cow will rotate rapidly above a 1*1blockofwater instead of goingintothe larger pond like Screenshot 2 & 3.
EDIT: For sheeps and pigs, they rotate for a round or two, and then sink into the water block below.
HOW TO REPRODUCE: (TAKE COWS AS AN EXAMPLE)
Make a terrian and spawn a cow like Screenshot 1.
Before the cow moves into other places, put the cow on fire using flint and steel.
Notice how the cow will rotate rapidly above a 1*1 block of water instead of going into the larger pond like Screenshot 2 & 3.
DETAILED DESCRIPTION:
There're two kinds of mobs whose "hitboxes are bigger than 1*1 block":
1) Mobs which is bigger than 1*1 block seen from any direction, like polar bears. For further explanation, these mobs can't be spawned inside a narrow stream which has a 1-block width. When trying to do so, they'll be automatically spawned above water. Now, the problems occurs: when they run onto a 1*1 block of water, they act like they're already in water, so they freeze there and don't take any further action. But they're still out of water, burning.
2) Mobs whose length is longer than 1 block, but width is shorter than 1 block, like cows. These mobs can be spawned inside the narrow stream, but when in it, parts of their hitboxes sometimes can be inside the solid blocks on both sides of the stream, when they rotate to a specific range of angles. They also have problems: When burning, these mobs rotate rapidly when run onto a 1*1 block of water.
HOW TO FIX:
1) For a first kind of mob, the best way to fix is to let it detect if the nearest water block is 1 block wide, or, in other words, if it cannot sink into that water block. If it indeed cannot, then it doesn't reach for that block, instead it directly reaches for the larger pond. If coding that in is difficult, then the mob can simply reach for the nearest water block and try to sink into it. If it cannot, then it reaches for the larger pond. If there isn't a larger pond, which means the mob cannot sink into water using any methods, then let the mob do the same as in the current release.
2) For a second kind of mob, it can sink into the 1*1 water block if it rotates to a certain angle. Thus, it doesn't need to rotate round and round and not sink into water. When it rotates to an angle it can sink in, simply let it sink in. If coding that in is difficult, then let the mob do the same as the first kind of mobs: either directly reaches for the larger pond, or reaches for the 1*1 water block, finds out its hitbox is bigger than 1*1, and reaches for the larger pond. If there isn't a larger pond, then either let it rotate to a certain angle and sink in, or just let the mob do the same as in the current release, if the first choice to hard to code in, because there's no better way to let the mob sink in.
NOTE:
If you don't understand some of my words, such as the "narrow stream", simply refer to the screenshots.
HOW TO REPRODUCE: (TAKE COW
SAS AN EXAMPLE)
Make a terrian and spawn a cow like Screenshot 1.
Before the cow moves into other places, put the cow on fire using flint and steel.
Notice how the cow will rotate rapidly above a 1*1 block of water instead of going into the larger pond like Screenshot 2 & 3.
DETAILED DESCRIPTION:
There're two kinds of mobs whose "hitboxes are bigger than 1*1 block":
1) Mobs which is bigger than 1*1 block seen from any direction, like polar bears. For further explanation, these mobs can't be spawned inside a narrow stream which has a 1-block width. When trying to do so, they'll be automatically spawned above water. Now, the problems occurs: when they run onto a 1*1 block of water, they act like they're already in water, so they freeze there and don't take any further action. But they're still out of water, burning.
2) Mobs whose length is longer than 1 block, but width is shorter than 1 block, like cows. These mobs can be spawned inside the narrow stream, but when in it, parts of their hitboxes sometimes can be inside the solid blocks on both sides of the stream, when they rotate to a specific range of angles. They also have problems: When burning, these mobs rotate rapidly when run onto a 1*1 block of water.
HOW TO FIX:
1) For a first kind of mob, the best way to fix is to let it detect if the nearest water block is 1 block wide, or, in other words, if it cannot sink into that water block. If it indeed cannot, then it doesn't reach for that block, instead it directly reaches for the larger pond. If coding that in is difficult, then the mob can simply reach for the nearest water block and try to sink into it. If it cannot, then it reaches for the larger pond. If there isn't a larger pond, which means the mob cannot sink into water using any methods, then let the mob do the same as in the current release.
2) For a second kind of mob, it can sink into the 1*1 water block if it rotates to a certain angle. Thus, it doesn't need to rotate round and round and not sink into water. When it rotates to an angle it can sink in, simply let it sink in. If coding that in is difficult, then let the mob do the same as the first kind of mobs: either directly reaches for the larger pond, or reaches for the 1*1 water block, finds out its hitbox is bigger than 1*1, and reaches for the larger pond. If there isn't a larger pond, then either let it rotate to a certain angle and sink in, or just let the mob do the same as in the current release, if the first choice to hard to code in, because there's no better way to let the mob sink in.
NOTE:
If you don't understand some of my words, such as the "narrow stream", simply refer to the screenshots.HOW TO REPRODUCE: (TAKE A COW AS AN EXAMPLE)
Make a terrian and spawn a cow like Screenshot 1.
Before the cow moves into other places, put the cow on fire using flint and steel.
Notice how the cow will rotate rapidly above a 1*1 block of water instead of going into the larger pond like Screenshot 2 & 3.
DETAILED DESCRIPTION:
There're two kinds of mobs whose "hitboxes are bigger than 1*1 block":
1) Mobs which is bigger than 1*1 block seen from any direction, like polar bears. For further explanation, these mobs can't be spawned inside a narrow stream which has a 1-block width. When trying to do so, they'll be automatically spawned above water. Now, the problems occurs: when they run onto a 1*1 block of water, they act like they're already in water, so they freeze there and don't take any further action. But they're still out of water, burning.
2) Mobs whose length is longer than 1 block, but width is shorter than 1 block, like cows. These mobs can be spawned inside the narrow stream, but when in it, parts of their hitboxes sometimes can be inside the solid blocks on both sides of the stream, when they rotate to a specific range of angles. They also have problems: When burning, these mobs rotate rapidly when run onto a 1*1 block of water.
HOW TO FIX:
1) For a first kind of mob, the best way to fix is to let it detect if the nearest water block is 1 block wide, or, in other words, if it cannot sink into that water block. If it indeed cannot, then it doesn't reach for that block, instead it directly reaches for the larger pond. If coding that in is difficult, then the mob can simply reach for the nearest water block and try to sink into it. If it cannot, then it reaches for the larger pond. If there isn't a larger pond, which means the mob cannot sink into water using any methods, then let the mob do the same as in the current release.
2) For a second kind of mob, it can sink into the 1*1 water block if it rotates to a certain angle. Thus, it doesn't need to rotate round and round and not sink into water. When it rotates to an angle it can sink in, simply let it sink in. If coding that in is difficult, then let the mob do the same as the first kind of mobs: either directly reaches for the larger pond, or reaches for the 1*1 water block, finds out its hitbox is bigger than 1*1, and reaches for the larger pond. If there isn't a larger pond, then either let it rotate to a certain angle and sink in, or just let the mob do the same as in the current release, if the first choice to hard to code in, because there's no better way to let the mob sink in.
NOTE:
If you don't understand some of my words, such as the "narrow stream", simply refer to the screenshots.
When on fire, some mobs whose hitboxes are bigger than a 1*1 blockrotate rapidly above a 1*1 block of waterinstead ofgoing intothe larger pondWhen on fire, some mobs whose hitboxes are bigger than a 1*1 block behave abnormally instead of sinking into water
HOW TO REPRODUCE: (TAKE A COW AS AN EXAMPLE)
Make a terrian and spawn a cow like Screenshot 1.
Before the cow moves into other places, put the cow on fire using flint and steel.
Notice how the cow will rotate rapidly above a 1*1 block of water instead of going into the larger pond like Screenshot 2 & 3.
DETAILED DESCRIPTION:
There're two kinds of mobs whose "hitboxes are bigger than 1*1 block":
1) Mobs whichisbigger than 1*1 block seen from any direction, like polar bears. For further explanation, these mobs can't be spawned inside a narrow stream which has a 1-block width. When trying to do so, they'll be automatically spawned above water. Now, the problems occurs: when they run onto a 1*1 block of water, they act like they're already in water, so they freeze there and don't take any further action. But they're still out of water, burning.
2) Mobs whose lengthislonger than 1 block, but widthisshorter than 1 block, like cows. These mobs can be spawned inside the narrow stream, but when in it, parts of their hitboxes sometimes can be inside the solid blocks on both sides of the stream, when they rotate to a specific range of angles. They also have problems: When burning, these mobs rotate rapidly when run onto a 1*1 block of water.
HOW TO FIX:
1) For a first kind of mob, the best way to fix is to let it detect if the nearest water block is 1 block wide, or, in other words, if it cannot sink into that water block. If it indeed cannot, then it doesn't reach for that block, instead it directly reaches for the larger pond. If coding that in is difficult, then the mob can simply reach for the nearest water block and try to sink into it. If it cannot, then it reaches for the larger pond. If there isn't a larger pond, which means the mob cannot sink into water using any methods, then let the mob do the same as in the current release.
2) For a second kind of mob, it can sink into the 1*1 water block if it rotates to a certain angle. Thus, it doesn't need to rotate round and round and not sink into water. When it rotates to an angle it can sink in, simply let it sink in. If coding that in is difficult, then let the mob do the same as the first kind of mobs: either directly reaches for the larger pond, or reaches for the 1*1 water block, finds out its hitbox is bigger than 1*1, and reaches for the larger pond. If there isn't a larger pond, then either let it rotate to a certain angle and sink in, or just let the mob do the same as in the current release, if the first choice to hard to code in, because there's no better way to let the mob sink in.
NOTE:
If you don't understand some of my words, such as the "narrow stream", simply refer to the screenshots.HOW TO REPRODUCE: (TAKE A COW AS AN EXAMPLE)
Make a terrian and spawn a cow like Screenshot 1.
Before the cow moves into other places, put the cow on fire using flint and steel.
Notice how the cow will rotate rapidly above a 1*1 block of water instead of going into the larger pond like Screenshot 2 & 3.
DETAILED DESCRIPTION:
There're two kinds of mobs whose "hitboxes are bigger than 1*1 block":
1) Mobs which are bigger than 1*1 block seen from any direction, like polar bears. For further explanation, these mobs can't be spawned inside a narrow stream which has a 1-block width. When trying to do so, they'll be automatically spawned above water. Now, the problems occurs: when they run onto a 1*1 block of water, they act like they're already in water, so they freeze there and don't take any further action. But they're still out of water, burning.
2) Mobs whose lengths are longer than 1 block, but widths are shorter than 1 block, like cows. These mobs can be spawned inside the narrow stream, but when in it, parts of their hitboxes sometimes can be inside the solid blocks on both sides of the stream, when they rotate to a specific range of angles. They also have problems: When burning, these mobs rotate rapidly when run onto a 1*1 block of water.
HOW TO FIX:
1) For a first kind of mob, the best way to fix is to let it detect if the nearest water block is 1 block wide, or, in other words, if it cannot sink into that water block. If it indeed cannot, then it doesn't reach for that block, instead it directly reaches for the larger pond. If coding that in is difficult, then the mob can simply reach for the nearest water block and try to sink into it. If it cannot, then it reaches for the larger pond. If there isn't a larger pond, which means the mob cannot sink into water using any methods, then let the mob do the same as in the current release.
2) For a second kind of mob, it can sink into the 1*1 water block if it rotates to a certain angle. Thus, it doesn't need to rotate round and round and not sink into water. When it rotates to an angle it can sink in, simply let it sink in. If coding that in is difficult, then let the mob do the same as the first kind of mobs: either directly reaches for the larger pond, or reaches for the 1*1 water block, finds out its hitbox is bigger than 1*1, and reaches for the larger pond. If there isn't a larger pond, then either let it rotate to a certain angle and sink in, or just let the mob do the same as in the current release, if the first choice to hard to code in, because there's no better way to let the mob sink in.
NOTE:
If you don't understand some of my words, such as the "narrow stream", simply refer to the screenshots.
HOW TO REPRODUCE: (TAKE A COW AS AN EXAMPLE)
Make a terrian and spawn a cow like Screenshot 1.
Before the cow moves into other places, put the cow on fire using flint and steel.
Notice how the cow will rotate rapidly above a 1*1 block of water instead of going into the larger pond like Screenshot 2 & 3.
DETAILED DESCRIPTION:
There're two kinds of mobs whose "hitboxes are bigger than 1*1 block":
1) Mobs which are bigger than 1*1 block seen from any direction, like polar bears. For further explanation, these mobs can't be spawned inside a narrow stream which has a 1-block width. When trying to do so, they'll be automatically spawned above water. Now, the problems occurs: when they run onto a 1*1 block of water, they act like they're already in water, so they freeze there and don't take any further action. But they're still out of water, burning.
2) Mobs whose lengths are longer than 1 block, but widths are shorter than 1 block, like cows. These mobs can be spawned inside the narrow stream, but when in it, parts of their hitboxes sometimes can be inside the solid blocks on both sides of the stream, when they rotate to a specific range of angles. They also have problems: When burning, these mobs rotate rapidly when run onto a 1*1 block of water.
HOW TO FIX:
1) For a first kind of mob, the best way to fix is to let it detect if the nearest water block is 1 block wide, or, in other words, if it cannot sink into that water block. If it indeed cannot, then it doesn't reach for that block, instead it directly reaches for the larger pond. If coding that in is difficult, then the mob can simply reach for the nearest water block and try to sink into it. If it cannot, then it reaches for the larger pond. If there isn't a larger pond, which means the mob cannot sink into water using any methods, then let the mob do the same as in the current release.
2) For a second kind of mob, it can sink into the 1*1 water block if it rotates to a certain angle. Thus, it doesn't need to rotate round and round and not sink into water. When it rotates to an angle it can sink in, simply let it sink in. If coding that in is difficult, then let the mob do the same as the first kind of mobs: either directly reaches for the larger pond, or reaches for the 1*1 water block, finds out its hitbox is bigger than 1*1, and reaches for the larger pond. If there isn't a larger pond, then either let it rotate to a certain angle and sink in, or just let the mob do the same as in the current release, if the first choice to hard to code in, because there's no better way to let the mob sink in.
NOTE:
If you don't understand some of my words, such as the "narrow stream", simply refer to the screenshots.HOW TO REPRODUCE: (TAKE A COW AS AN EXAMPLE)
Make a terrian and spawn a cow like Screenshot 1.
Before the cow moves into other places, put the cow on fire using flint and steel.
Notice how the cow will rotate rapidly above a 1*1 block of water instead of going into the larger pond like Screenshot 2 & 3.
DETAILED DESCRIPTION:
There're two kinds of mobs whose "hitboxes are bigger than 1*1 block":
1) Mobs which are bigger than 1*1 block seen from any direction, like polar bears. For further explanation, these mobs can't be spawned inside a narrow stream which has a 1-block width. When trying to do so, they'll be automatically spawned above water. Now, the problems occurs: when they run onto a 1*1 block of water, they act like they're already in water, so they freeze there and don't take any further action. But they're still out of water, burning.
2) Mobs whose lengths are longer than 1 block, but widths are shorter than 1 block, like cows. These mobs can be spawned inside the narrow stream, but when in it, parts of their hitboxes sometimes can be inside the solid blocks on both sides of the stream, when they rotate to a specific range of angles. They also have problems: When burning, these mobs rotate rapidly when run onto a 1*1 block of water.
HOW TO FIX:
1) For a first kind of mob, the best way to fix is to let it detect if the nearest water block is 1 block wide, or, in other words, if it cannot sink into that water block. If it indeed cannot, then it doesn't reach for that block, instead it directly reaches for the larger pond. If coding that in is difficult, then the mob can simply reach for the nearest water block and try to sink into it. If it cannot, then it reaches for the larger pond. If there isn't a larger pond, which means the mob cannot sink into water using any methods, then let the mob do the same as in the current release.
2) For a second kind of mob, it can sink into the 1*1 water block if it rotates to a certain angle. Thus, it doesn't need to rotate round and round and not sink into water. When it rotates to an angle it can sink in, simply let it sink in. If coding that in is difficult, then let the mob do the same as the first kind of mobs: either directly reaches for the larger pond, or reaches for the 1*1 water block, finds out its hitbox is bigger than 1*1, and reaches for the larger pond. If there isn't a larger pond, then either let it rotate to a certain angle and sink in, or just let the mob do the same as in the current release, if the first choice to hard to code in, because there's no better way to let the mob sink in.
NOTE:
If you don't understand some of my words, such as the "narrow stream", simply refer to the screenshots.
HOW TO REPRODUCE: (TAKE A COW AS AN EXAMPLE)
Make a terrian and spawn a cow like Screenshot 1.
Before the cow moves into other places, put the cow on fire using flint and steel.
Notice how the cow will rotate rapidly above a 1*1 block of water instead of going into the larger pond like Screenshot 2 & 3.
DETAILED DESCRIPTION:
There're two kinds of mobs whose "hitboxes are bigger than 1*1 block":
1) Mobs which are bigger than 1*1 block seen from any direction, like polar bears. For further explanation, these mobs can't be spawned inside a narrow stream which has a 1-block width. When trying to do so, they'll be automatically spawned above water. Now, the problems occurs: when they run onto a 1*1 block of water, they act like they're already in water, so they freeze there and don't take any further action. But they're still out of water, burning.
2) Mobs whose lengths are longer than 1 block, but widths are shorter than 1 block, like cows. These mobs can be spawned inside the narrow stream, but when in it, parts of their hitboxes sometimes can be inside the solid blocks on both sides of the stream, when they rotate to a specific range of angles. They also have problems: When burning, these mobs rotate rapidly when run onto a 1*1 block of water.
HOW TO FIX:
1) For a first kind of mob, the best way to fix is to let it detect if the nearest water block is 1 block wide, or, in other words, if it cannot sink into that water block. If it indeed cannot, then it doesn't reach for that block, instead it directly reaches for the larger pond. If coding that in is difficult, then the mob can simply reach for the nearest water block and try to sink into it. If it cannot, then it reaches for the larger pond. If there isn't a larger pond, which means the mob cannot sink into water using any methods, then let the mob do the same as in the current release.2) For a second kind of mob, it can sink into the 1*1 water block if it rotates to a certain angle. Thus, it doesn't need to rotate round and round and not sink into water. When it rotates to an angle it can sink in, simply let it sink in. If coding that in is difficult, then let the mob do the same as the first kind of mobs: either directly reaches for the larger pond, or reaches for the 1*1 water block, finds out its hitbox is bigger than 1*1, and reaches for the larger pond. If there isn't a larger pond, then either let it rotate to a certain angle and sink in, or just let the mob do the same as in the current release, if the first choice to hard to code in, because there's no better way to let the mob sink in.
NOTE:
If you don't understand some of my words, such as the "narrow stream", simply refer to the screenshots.HOW TO REPRODUCE: (TAKE A COW AS AN EXAMPLE)
Make a terrian and spawn a cow like Screenshot 1.
Before the cow moves into other places, put the cow on fire using flint and steel.
Notice how the cow will rotate rapidly above a 1*1 block of water instead of going into the larger pond like Screenshot 2 & 3.
DETAILED DESCRIPTION:
There're two kinds of mobs whose "hitboxes are bigger than 1*1 block":
1) Mobs which are bigger than 1*1 block seen from any direction, like polar bears. For further explanation, these mobs can't be spawned inside a narrow stream which has a 1-block width. When trying to do so, they'll be automatically spawned above water. Now, the problems occurs: when they run onto a 1*1 block of water, they act like they're already in water, so they freeze there and don't take any further action. But they're still out of water, burning.
2) Mobs whose lengths are longer than 1 block, but widths are shorter than 1 block, like cows. These mobs can be spawned inside the narrow stream, but when in it, parts of their hitboxes sometimes can be inside the solid blocks on both sides of the stream, when they rotate to a specific range of angles. They also have problems: When burning, these mobs rotate rapidly when run onto a 1*1 block of water.
HOW TO FIX:
1) For a first kind of mob, the best way to fix is to let it detect if the nearest water block is 1 block wide, or, in other words, if it cannot sink into that water block. If it indeed cannot, then it doesn't reach for that block, instead it directly reaches for the larger pond. If coding that in is difficult, then the mob can simply reach for the nearest water block and try to sink into it. If it cannot, then it reaches for the larger pond. If there isn't a larger pond, which means the mob cannot sink into water using any methods, then let the mob do the same as in the current release.
2) For a second kind of mob, it can sink into the 1*1 water block if it rotates to a certain angle. Thus, it doesn't need to rotate round and round and not sink into water. When it rotates to an angle it can sink in, simply let it sink in. If coding that in is difficult, then let the mob do the same as the first kind of mobs: either directly reaches for the larger pond, or reaches for the 1*1 water block, finds out its hitbox is bigger than 1*1, and reaches for the larger pond. If there isn't a larger pond, then either let it rotate to a certain angle and sink in, or just let the mob do the same as in the current release, if the first choice to hard to code in, because there's no better way to let the mob sink in.
NOTE:
If you don't understand some of my words, such as the "narrow stream", simply refer to the screenshots.
HOW TO REPRODUCE: (TAKE A COW AS AN EXAMPLE)
Make a terrian and spawn a cow like Screenshot 1.
Before the cow moves into other places, put the cow on fire using flint and steel.
Notice how the cow will rotate rapidly abovea 1*1 block of waterinstead of going into the larger pond like Screenshot 2 & 3.
DETAILED DESCRIPTION:
There're two kinds of mobs whose "hitboxes are bigger than 1*1 block":
1) Mobs which are bigger than 1*1 block seen from any direction, like polar bears. For further explanation, these mobs can't be spawned inside a narrow stream which has a 1-block width. When trying to do so, they'll be automatically spawned above water. Now, the problems occurs: when they run onto a1*1 block of water, they act like they're already in water, so they freeze there and don't take any further action. But they're still out of water, burning.
2) Mobs whose lengths are longer than 1 block, but widths are shorter than 1 block, like cows. These mobs can be spawned inside the narrow stream, but when in it, parts of their hitboxes sometimes can be inside the solid blocks on both sides of the stream, when they rotate to a specific range of angles. They also have problems: When burning, these mobs rotate rapidly when run onto a1*1 blockof water.
HOW TO FIX:
1) For a first kind of mob, the best way to fix is to let it detect if the nearest water block is 1 block wide, or, in other words, if it cannot sink into that water block. If it indeed cannot, then it doesn't reach for that block, instead it directly reaches for the larger pond. If coding that in is difficult, then the mob can simply reach for the nearest water block and try to sink into it. If it cannot, then it reaches for the larger pond. If there isn't a larger pond, which means the mob cannot sink into water using any methods, then let the mob do the same as in the current release.
2) For a second kind of mob, it can sink into the 1*1 water block if it rotates to a certain angle. Thus, it doesn't need to rotate round and round and not sink into water. When it rotates to an angle it can sink in, simply let it sink in. If coding that in is difficult, then let the mob do the same as the first kind of mobs: either directly reaches for the larger pond, or reaches for the 1*1 water block, finds out its hitbox is bigger than 1*1, and reaches for the larger pond. If there isn't a larger pond, then either let it rotate to a certain angle and sink in, or just let the mob do the same as in the current release, if the first choice to hard to code in, because there's no better way to let the mob sink in.
NOTE:
If you don't understand some of my words, such as the "narrow stream", simply refer to the screenshots.HOW TO REPRODUCE: (TAKE A COW AS AN EXAMPLE)
Make a terrian and spawn a cow like Screenshot 1.
Before the cow moves into other places, put the cow on fire using flint and steel.
Notice how the cow will rotate rapidly above the narrow stream instead of going into the larger pond like Screenshot 2 & 3.
DETAILED DESCRIPTION:
There're two kinds of mobs whose "hitboxes are bigger than 1*1 block":
1) Mobs which are bigger than 1*1 block seen from any direction, like polar bears. For further explanation, these mobs can't be spawned inside a narrow stream which has a 1-block width. When trying to do so, they'll be automatically spawned above water. Now, the problems occurs: when they run onto a narrow stream, they act like they're already in water, so they freeze there and don't take any further action. But they're still out of water, burning.
2) Mobs whose lengths are longer than 1 block, but widths are shorter than 1 block, like cows. These mobs can be spawned inside the narrow stream, but when in it, parts of their hitboxes sometimes can be inside the solid blocks on both sides of the stream, when they rotate to a specific range of angles. They also have problems: When burning, these mobs rotate rapidly when run onto a narrow stream of water.
HOW TO FIX:
1) For a first kind of mob, the best way to fix is to let it detect if the nearest water block is 1 block wide, or, in other words, if it cannot sink into that water block. If it indeed cannot, then it doesn't reach for that block, instead it directly reaches for the larger pond. If coding that in is difficult, then the mob can simply reach for the nearest water block and try to sink into it. If it cannot, then it reaches for the larger pond. If there isn't a larger pond, which means the mob cannot sink into water using any methods, then let the mob do the same as in the current release.
2) For a second kind of mob, it can sink into the narrow stream if it rotates to a certain angle, but it cannot sink into a single 1*1 block of water.If it's a narrow stream, it doesn't need to rotate round and round and not sink into water. When it rotates to an angle it can sink in, simply let it sink in. If coding that in is difficult, then let the mob do the same as the first kind of mobs: either directly reaches for the larger pond, or reaches for the narrow stream, finds out its hitbox is bigger than 1*1, and reaches for the larger pond.
If there isn't a larger pond, then either let it rotate to a certain angle and sink in, or just let the mob do the same as in the current release, if the first choice to hard to code in, because there's no better way to let the mob sink in.
If it's a single 1*1 block of water, then it cannot sink in it. Let it do the same as the suggest way for the first kind of mobs.
NOTE:
If you don't understand some of my words, such as the "narrow stream", simply refer to the screenshots.
HOW TO REPRODUCE: (TAKE A COW AS AN EXAMPLE)
Make a terrian and spawn a cow like Screenshot 1.
Before the cow moves into other places, put the cow on fire using flint and steel.
Notice how the cow will rotate rapidly above the narrow stream instead of going into the larger pond like Screenshot 2 & 3.
DETAILED DESCRIPTION:
There're two kinds of mobs whose "hitboxes are bigger than 1*1 block":
1) Mobs which are bigger than 1*1 block seen from any direction, like polar bears. For further explanation, these mobs can't be spawned inside a narrow stream which has a 1-block width. When trying to do so, they'll be automatically spawned above water. Now, the problems occurs: when they run onto a narrow stream, they act like they're already in water, so they freeze there and don't take any further action. But they're still out of water, burning.
2) Mobs whose lengths are longer than 1 block, but widths are shorter than 1 block, like cows. These mobs can be spawned inside the narrow stream, but when in it, parts of their hitboxes sometimes can be inside the solid blocks on both sides of the stream, when they rotate to a specific range of angles. They also have problems: When burning, these mobs rotate rapidly when run onto a narrow stream of water.
HOW TO FIX:
1) For a first kind of mob, the best way to fix is to let it detect if the nearest water block is 1 block wide, or, in other words, if it cannot sink into that water block. If it indeed cannot, then it doesn't reach for that block, instead it directly reaches for the larger pond. If coding that in is difficult, then the mob can simply reach for the nearest water block and try to sink into it. If it cannot, then it reaches for the larger pond. If there isn't a larger pond, which means the mob cannot sink into water using any methods, then let the mob do the same as in the current release.
2) For a second kind of mob, it can sink into the narrow stream if it rotates to a certain angle, but it cannot sink into a single 1*1 block of water.
If it's a narrow stream, it doesn't need to rotate round and round and not sink into water. When it rotates to an angle it can sink in, simply let it sink in. If coding that in is difficult, then let the mob do the same as the first kind of mobs: either directly reaches for the larger pond, or reaches for the narrow stream, finds out its hitbox is bigger than 1*1, and reaches for the larger pond.If there isn't a larger pond, then either let it rotate to a certain angle and sink in, or just let the mob do the same as in the current release, if the first choice to hard to code in, because there's no better way to let the mob sink in.
If it's a single 1*1 block of water, then it cannot sink in it. Let it do the same as the suggest way for the first kind of mobs.
NOTE:
If you don't understand some of my words, such as the "narrow stream", simply refer to the screenshots.HOW TO REPRODUCE: (TAKE A COW AS AN EXAMPLE)
Make a terrian and spawn a cow like Screenshot 1.
Before the cow moves into other places, put the cow on fire using flint and steel.
Notice how the cow will rotate rapidly above the narrow stream instead of going into the larger pond like Screenshot 2 & 3.
DETAILED DESCRIPTION:
There're two kinds of mobs whose "hitboxes are bigger than 1*1 block":
1) Mobs which are bigger than 1*1 block seen from any direction, like polar bears. For further explanation, these mobs can't be spawned inside a narrow stream which has a 1-block width. When trying to do so, they'll be automatically spawned above water. Now, the problems occurs: when they run onto a narrow stream, they act like they're already in water, so they freeze there and don't take any further action. But they're still out of water, burning.
2) Mobs whose lengths are longer than 1 block, but widths are shorter than 1 block, like cows. These mobs can be spawned inside the narrow stream, but when in it, parts of their hitboxes sometimes can be inside the solid blocks on both sides of the stream, when they rotate to a specific range of angles. They also have problems: When burning, these mobs rotate rapidly when run onto a narrow stream of water.
HOW TO FIX:
1) For a first kind of mob, the best way to fix is to let it detect if the nearest water block is 1 block wide, or, in other words, if it cannot sink into that water block. If it indeed cannot, then it doesn't reach for that block, instead it directly reaches for the larger pond. If coding that in is difficult, then the mob can simply reach for the nearest water block and try to sink into it. If it cannot, then it reaches for the larger pond. If there isn't a larger pond, which means the mob cannot sink into water using any methods, then let the mob do the same as in the current release.
2) For a second kind of mob, it can sink into the narrow stream if it rotates to a certain angle, but it cannot sink into a single 1*1 block of water.If it's a narrow stream, it doesn't need to rotate round and round and not sink into water. When it rotates to an angle it can sink in, simply let it sink in. If coding that in is difficult, then let the mob do the same as the first kind of mobs: either directly reaches for the larger pond, or reaches for the narrow stream, finds out its hitbox is bigger than 1*1, and reaches for the larger pond.
If there isn't a larger pond, then either let it rotate to a certain angle and sink in, or just let the mob do the same as in the current release, if the first choice to hard to code in, because there's no better way to let the mob sink in.
If it's a single 1*1 block of water, then it cannot sink in it. Let it do the same as the suggest way for the first kind of mobs.
NOTE:
If you don't understand some of my words, such as the "narrow stream", simply refer to the screenshots.
HOW TO REPRODUCE: (TAKE A COW AS AN EXAMPLE)
Make a terrian and spawn a cow like Screenshot 1.
Before the cow moves into other places, put the cow on fire using flint and steel.
Notice how the cow will rotate rapidly above the narrow stream instead of going into the larger pond like Screenshot 2 & 3.
DETAILED DESCRIPTION:
There're two kinds of mobs whose "hitboxes are bigger than 1*1 block":
1) Mobs which arebigger than 1*1 block seen fromany direction, like polar bears. For further explanation, these mobs can't be spawned inside a narrow stream which has a 1-block width. When trying to do so, they'll be automatically spawned above water. Now, the problems occurs: when they run onto a narrow stream, they act like they're already in water, so they freeze there and don't take any further action. But they're still out of water, burning.2) Mobs whose lengths are longer than 1 block, but widths are shorter than 1 block, like cows. These mobs can be spawned inside the narrow stream, but when in it, parts of their hitboxes sometimes can be inside the solid blocks on both sides of the stream, when they rotate to a specific range of angles. They also have problems: When burning, these mobs rotate rapidly when run onto a narrow stream of water.
HOW TO FIX:
1) For a first kind of mob, the best way to fix is to let it detect if the nearest water block is 1 block wide, or, in other words, if it cannot sink into that water block. If it indeed cannot, then it doesn't reach for that block, instead it directly reaches for the larger pond. If coding that in is difficult, then the mob can simply reach for the nearest water block and try to sink into it. If it cannot, then it reaches for the larger pond. If there isn't a larger pond, which means the mob cannot sink into water using any methods, then let the mob do the same as in the current release.
2) For a second kind of mob, it can sink into the narrow stream if it rotates to a certain angle, but it cannot sink into a single 1*1 block of water.If it's a narrow stream, it doesn't need to rotate round and round and not sink into water. When it rotates to an angle it can sink in, simply let it sink in. If coding that in is difficult, then let the mob do the same as the first kind of mobs: either directly reaches for the larger pond, or reaches for the narrow stream, finds out its hitbox is bigger than 1*1, and reaches for the larger pond.
If there isn't a larger pond, then either let it rotate to a certain angle and sink in, or just let the mob do the same as in the current release, if the first choice to hard to code in, because there's no better way to let the mob sink in.
If it's a single 1*1 block of water, then it cannot sink in it. Let it do the same as the suggest way for the first kind of mobs.
NOTE:
If you don't understand some of my words, such as the "narrow stream", simply refer to the screenshots.HOW TO REPRODUCE: (TAKE A COW AS AN EXAMPLE)
Make a terrian and spawn a cow like Screenshot 1.
Before the cow moves into other places, put the cow on fire using flint and steel.
Notice how the cow will rotate rapidly above the narrow stream instead of going into the larger pond like Screenshot 2 & 3.
DETAILED DESCRIPTION:
There're two kinds of mobs whose "hitboxes are bigger than 1*1 block":
1) Mobs which are bigger than 1*1 block seen from any direction, like polar bears. For further explanation, these mobs can't be spawned inside a narrow stream which has a 1-block width. When trying to do so, they'll be automatically spawned above water. Now, the problems occurs: when they run onto a narrow stream, they act like they're already in water, so they freeze there and don't take any further action. But they're still out of water, burning.
2) Mobs whose lengths are longer than 1 block, but widths are shorter than 1 block, like cows. These mobs can be spawned inside the narrow stream, but when in it, parts of their hitboxes sometimes can be inside the solid blocks on both sides of the stream, when they rotate to a specific range of angles. They also have problems: When burning, these mobs rotate rapidly when run onto a narrow stream of water.
HOW TO FIX:
1) For a first kind of mob, the best way to fix is to let it detect if the nearest water block is 1 block wide, or, in other words, if it cannot sink into that water block. If it indeed cannot, then it doesn't reach for that block, instead it directly reaches for the larger pond. If coding that in is difficult, then the mob can simply reach for the nearest water block and try to sink into it. If it cannot, then it reaches for the larger pond. If there isn't a larger pond, which means the mob cannot sink into water using any methods, then let the mob do the same as in the current release.
2) For a second kind of mob, it can sink into the narrow stream if it rotates to a certain angle, but it cannot sink into a single 1*1 block of water.If it's a narrow stream, it doesn't need to rotate round and round and not sink into water. When it rotates to an angle it can sink in, simply let it sink in. If coding that in is difficult, then let the mob do the same as the first kind of mobs: either directly reaches for the larger pond, or reaches for the narrow stream, finds out its hitbox is bigger than 1*1, and reaches for the larger pond.
If there isn't a larger pond, then either let it rotate to a certain angle and sink in, or just let the mob do the same as in the current release, if the first choice to hard to code in, because there's no better way to let the mob sink in.
If it's a single 1*1 block of water, then it cannot sink in it. Let it do the same as the suggest way for the first kind of mobs.
NOTE:
If you don't understand some of my words, such as the "narrow stream", simply refer to the screenshots.
HOW TO REPRODUCE: (TAKE A COW AS AN EXAMPLE)
Make a terrian and spawn a cow like Screenshot 1.
Before the cow moves into other places, put the cow on fire using flint and steel.
Notice how the cow will rotate rapidly above the narrow stream instead of going into the larger pond like Screenshot 2 & 3.
DETAILED DESCRIPTION:
There're two kinds of mobs whose "hitboxes are bigger than 1*1 block":
1) Mobs which are bigger than 1*1 block seen from any direction, like polar bears. For further explanation, these mobs can't be spawned inside a narrow stream which has a 1-block width. When trying to do so, they'll be automatically spawned above water. Now, the problems occurs: when they run onto a narrow stream, they act like they're already in water, so they freeze there and don't take any further action. But they're still out of water, burning.
2) Mobs whose lengths are longer than 1 block, but widths are shorter than 1 block, like cows. These mobs can be spawned inside the narrow stream, but when in it, parts of their hitboxes sometimes can be inside the solid blocks on both sides of the stream, when they rotate to a specific range of angles. They also have problems: When burning, these mobs rotate rapidly when run onto a narrow stream of water.
HOW TO FIX:
1) For a first kind of mob, the best way to fix is to let it detect if the nearest water block is 1 block wide, or, in other words, if it cannot sink into that water block. If it indeed cannot, then it doesn't reach for that block, instead it directly reaches for the larger pond. If coding that in is difficult, then the mob can simply reach for the nearest water block and try to sink into it. If it cannot, then it reaches for the larger pond. If there isn't a larger pond, which means the mob cannot sink into water using any methods, then let the mob do the same as in the current release.
2) For a second kind of mob, it can sink into the narrow stream if it rotates to a certain angle, but it cannot sink into a single 1*1 block of water.If it's a narrow stream, it doesn't need to rotate round and round and not sink into water. When it rotates to an angle it can sink in, simply let it sink in. If coding that in is difficult, then let the mob do the same as the first kind of mobs: either directly reaches for the larger pond, or reaches for the narrow stream, finds out its hitbox is bigger than 1*1, and reaches for the larger pond.
If there isn't a larger pond, then either let it rotate to a certain angle and sink in, or just let the mob do the same as in the current release, if the first choice to hard to code in, because there's no better way to let the mob sink in.
If it's a single 1*1 block of water, then it cannot sink in it. Let it do the same as the suggest way for the first kind of mobs.
NOTE:
If you don't understand some of my words, such as the "narrow stream", simply refer to the screenshots.
HOW TO REPRODUCE: (TAKE A COW AS AN EXAMPLE)Make a terrian and spawn a cow like Screenshot 1.
Before the cow moves into other places, put the cow on fire using flint and steel.
Notice how the cow will rotate rapidly above the narrow stream instead of going into the larger pond like Screenshot 2 & 3.
DETAILED DESCRIPTION:
There're two kinds of mobs whose "hitboxes are bigger than 1*1 block":
1) Mobs which are bigger than 1*1 block seen from any direction, like polar bears. For further explanation, these mobs can't be spawned inside a narrow stream which has a 1-block width. When trying to do so, they'll be automatically spawned above water. Now, the problems occurs: when they run onto a narrow stream, they act like they're already in water, so they freeze there and don't take any further action. But they're still out of water, burning.
2) Mobs whose lengths are longer than 1 block, but widths are shorter than 1 block, like cows. These mobs can be spawned inside the narrow stream, but when in it, parts of their hitboxes sometimes can be inside the solid blocks on both sides of the stream, when they rotate to a specific range of angles. They also have problems: When burning, these mobs rotate rapidly when run onto a narrow stream of water.
HOW TO FIX:
1) For a first kind of mob, the best way to fix is to let it detect if the nearest water block is 1 block wide, or, in other words, if it cannot sink into that water block. If it indeed cannot, then it doesn't reach for that block, instead it directly reaches for the larger pond. If coding that in is difficult, then the mob can simply reach for the nearest water block and try to sink into it. If it cannot, then it reaches for the larger pond. If there isn't a larger pond, which means the mob cannot sink into water using any methods, then let the mob do the same as in the current release.
2) For a second kind of mob, it can sink into the narrow stream if it rotates to a certain angle, but it cannot sink into a single 1*1 block of water.If it's a narrow stream, it doesn't need to rotate round and round and not sink into water. When it rotates to an angle it can sink in, simply let it sink in. If coding that in is difficult, then let the mob do the same as the first kind of mobs: either directly reaches for the larger pond, or reaches for the narrow stream, finds out its hitbox is bigger than 1*1, and reaches for the larger pond.
If there isn't a larger pond, then either let it rotate to a certain angle and sink in, or just let the mob do the same as in the current release, if the first choice to hard to code in, because there's no better way to let the mob sink in.
If it's a single 1*1 block of water, then it cannot sink in it. Let it do the same as the suggest way for the first kind of mobs.
NOTE:
If you don't understand some of my words, such as the "narrow stream", simply refer to the screenshots.DETAILED DESCRIPTION:
There're two kinds of mobs whose "hitboxes are bigger than 1*1 block":
1) Mobs which are bigger than 1*1 block seen from any direction, like polar bears. For further explanation, these mobs can't be spawned inside a narrow stream which has a 1-block width. When trying to do so, they'll be automatically spawned above water. Now, the problems occurs: when they run onto a narrow stream, they act like they're already in water, so they freeze there and don't take any further action. But they're still out of water, burning.
2) Mobs whose lengths are longer than 1 block, but widths are shorter than 1 block, like cows. These mobs can be spawned inside the narrow stream, but when in it, parts of their hitboxes sometimes can be inside the solid blocks on both sides of the stream, when they rotate to a specific range of angles. They also have problems: When burning, these mobs rotate rapidly when run onto a narrow stream of water.
HOW TO REPRODUCE: (TAKE A COW AS AN EXAMPLE)
Make a terrian and spawn a cow like Screenshot 1.
Before the cow moves into other places, put the cow on fire using flint and steel.
Notice how the cow will rotate rapidly above the narrow stream instead of going into the larger pond like Screenshot 2 & 3.
SUGGESTIONS OF HOW TO FIX:
1) For a first kind of mob, the best way to fix is to let it detect if the nearest water block is 1 block wide, or, in other words, if it cannot sink into that water block. If it indeed cannot, then it doesn't reach for that block, instead it directly reaches for the larger pond. If coding that in is difficult, then the mob can simply reach for the nearest water block and try to sink into it. If it cannot, then it reaches for the larger pond. If there isn't a larger pond, which means the mob cannot sink into water using any methods, then let the mob do the same as in the current release.
2) For a second kind of mob, it can sink into the narrow stream if it rotates to a certain angle, but it cannot sink into a single 1*1 block of water.If it's a narrow stream, it doesn't need to rotate round and round and not sink into water. When it rotates to an angle it can sink in, simply let it sink in. If coding that in is difficult, then let the mob do the same as the first kind of mobs: either directly reaches for the larger pond, or reaches for the narrow stream, finds out its hitbox is bigger than 1*1, and reaches for the larger pond.
If there isn't a larger pond, then either let it rotate to a certain angle and sink in, or just let the mob do the same as in the current release, if the first choice to hard to code in, because there's no better way to let the mob sink in.
If it's a single 1*1 block of water, then it cannot sink in it. Let it do the same as the suggest way for the first kind of mobs.
NOTE:
If you don't understand some of my words, such as the "narrow stream", simply refer to the screenshots.
DETAILED DESCRIPTION:
There're two kinds of mobs whose "hitboxes are bigger than 1*1 block":
1) Mobs which are bigger than 1*1 block seen from any direction, like polar bears. For further explanation, these mobs can't be spawned inside a narrow stream which has a 1-block width. When trying to do so, they'll be automatically spawned above water. Now, the problems occurs: when they run onto a narrow stream, they act like they're already in water, so they freeze there and don't take any further action. But they're still out of water, burning.2) Mobs whose lengths are longer than 1 block, but widths are shorter than 1 block, like cows. These mobs can be spawned inside the narrow stream, but when in it, parts of their hitboxes sometimes can be inside the solid blocks on both sides of the stream, when they rotate to a specific range of angles. They also have problems: When burning, these mobs rotate rapidly when run onto a narrow stream of water.
HOW TO REPRODUCE: (TAKE A COW AS AN EXAMPLE)
Make a terrian and spawn a cow like Screenshot 1.
Before the cow moves into other places, put the cow on fire using flint and steel.
Notice how the cow will rotate rapidly above the narrow stream instead of going into the larger pond like Screenshot 2 & 3.
SUGGESTIONS OF HOW TO FIX:
1) For a first kind of mob, the best way to fix is to let it detect if the nearest water block is 1 block wide, or, in other words, if it cannot sink into that water block. If it indeed cannot, then it doesn't reach for that block, instead it directly reaches for the larger pond. If coding that in is difficult, then the mob can simply reach for the nearest water block and try to sink into it. If it cannot, then it reaches for the larger pond. If there isn't a larger pond, which means the mob cannot sink into water using any methods, then let the mob do the same as in the current release.2) For a second kind of mob, it can sink into the narrow stream if it rotates to a certain angle, but it cannot sink into a single 1*1 block of water.If it's a narrow stream, it doesn't need to rotate round and round and not sink into water. When it rotates to an angle it can sink in, simply let it sink in. If coding that in is difficult, then let the mob do the same as the first kind of mobs: either directly reaches for the larger pond, or reaches for the narrow stream, finds out its hitbox is bigger than 1*1, and reaches for the larger pond.
If there isn't a larger pond, then either let it rotate to a certain angle and sink in, or just let the mob do the same as in the current release, if the first choice to hard to code in, because there's no better way to let the mob sink in.
If it's a single 1*1 block of water, then it cannot sink in it. Let it do the same as the suggest way for the first kind of mobs.
NOTE:
If you don't understand some of my words, such as the "narrow stream", simply refer to the screenshots.DETAILED DESCRIPTION:
There're two kinds of mobs whose "hitboxes are bigger than 1*1 block":
1) Mobs which are bigger than 1*1 block seen from any direction, like polar bears. For further explanation, these mobs can't be spawned inside a narrow stream which has a 1-block width. When trying to do so, they'll be automatically spawned above water. Now, the problems occurs: when they run onto a narrow stream, they act like they're already in water, so they freeze there and don't take any further action. But they're still out of water, burning.
2) Mobs whose lengths are longer than 1 block, but widths are shorter than 1 block, like cows. These mobs can be spawned inside the narrow stream, but when in it, parts of their hitboxes sometimes can be inside the solid blocks on both sides of the stream, when they rotate to a specific range of angles. They also have problems: When burning, these mobs rotate rapidly when run onto a narrow stream of water.
HOW TO REPRODUCE: (TAKE A COW AS AN EXAMPLE)
Make a terrian and spawn a cow like Screenshot 1.
Before the cow moves into other places, put the cow on fire using flint and steel.
Notice how the cow will rotate rapidly above the narrow stream instead of going into the larger pond like Screenshot 2 & 3.
SUGGESTIONS OF HOW TO FIX:
1) For a first kind of mob, the best way to fix is to let it detect if the nearest water block is 1 block wide, or, in other words, if it cannot sink into that water block. If it indeed cannot, then it doesn't reach for that block, instead it directly reaches for the larger pond. If coding that in is difficult, then the mob can simply reach for the nearest water block and try to sink into it. If it cannot, then it reaches for the larger pond. If there isn't a larger pond, which means the mob cannot sink into water using any methods, then let the mob do the same as in the current release.
2) For a second kind of mob, it can sink into the narrow stream if it rotates to a certain angle, but it cannot sink into a single 1*1 block of water.
If it's a narrow stream, it doesn't need to rotate round and round and not sink into water. When it rotates to an angle it can sink in, simply let it sink in. If coding that in is difficult, then let the mob do the same as the first kind of mobs: either directly reaches for the larger pond, or reaches for the narrow stream, finds out its hitbox is bigger than 1*1, and reaches for the larger pond.
If there isn't a larger pond, then either let it rotate to a certain angle and sink in, or just let the mob do the same as in the current release, if the first choice to hard to code in, because there's no better way to let the mob sink in.
If it's a single 1*1 block of water, then it cannot sink in it. Let it do the same as the suggest way for the first kind of mobs.
NOTE:
If you don't understand some of my words, such as the "narrow stream", simply refer to the screenshots.
DETAILED DESCRIPTION:
There're two kinds of mobs whose "hitboxes are bigger than 1*1 block":
1) Mobs which are bigger than 1*1 block seen from any direction, like polar bears. For further explanation, these mobs can't be spawned inside a narrow stream which has a 1-block width. When trying to do so, they'll be automatically spawned above water. Now, the problems occurs: when they run onto a narrow stream, they act like they're already in water, so they freeze there and don't take any further action. But they're still out of water, burning.
2) Mobs whose lengths are longer than 1 block, but widths are shorter than 1 block, like cows. These mobs can be spawned inside the narrow stream, but when in it, parts of their hitboxes sometimes can be inside the solid blocks on both sides of the stream, when they rotate to a specific range of angles. They also have problems: When burning, these mobs rotate rapidly when run onto a narrow stream of water.
HOW TO REPRODUCE: (TAKE A COW AS AN EXAMPLE)
Make a terrian and spawn a cow like Screenshot 1.
Before the cow moves into other places, put the cow on fire using flint and steel.
Notice how the cow will rotate rapidly above the narrow stream instead of going into the larger pond like Screenshot 2 & 3.
SUGGESTIONS OF HOW TO FIX:
1) For a first kind of mob, the best way to fix is to let it detect if the nearest water block is 1 block wide, or, in other words, if it cannot sink into that water block. If it indeed cannot, then it doesn't reach for that block, instead it directly reaches for the larger pond. If coding that in is difficult, then the mob can simply reach for the nearest water block and try to sink into it. If it cannot, then it reaches for the larger pond. If there isn't a larger pond, which means the mob cannot sink into water using any methods, then let the mob do the same as in the current release.
2) For a second kind of mob, it can sink into the narrow stream if it rotates to a certain angle, but it cannot sink into a single 1*1 block of water.
If it's a narrow stream, it doesn't need to rotate round and round and not sink into water. When it rotates to an angle it can sink in, simply let it sink in. If coding that in is difficult, then let the mob do the same as the first kind of mobs: either directly reaches for the larger pond, or reaches for the narrow stream, finds out its hitbox is bigger than 1*1, and reaches for the larger pond.
If there isn't a larger pond, then either let it rotate to a certain angle and sink in, or just let the mob do the same as in the current release, if the first choice to hard to code in, because there's no better way to let the mob sink in.
If it's a single 1*1 block of water, then it cannot sink in it. Let it do the same as the suggest way for the first kind of mobs.
Entities behave erratically and incorrectly when trying to pathfind into water at foot level under some circumstances.
Steps to Reproduce:
Test 1:
- Place down a single water source in the ground
- Spawn a cow
- Light it on fire
Observed Behavior:
The cow will pathfind to the water as expected, but will spin around on top of the water, never falling into it. It will stay lit on fire, and possibly die because of this.
Expected Behavior:
The cow would pathfind to the water, and fall in as it intends to.
Screenshots/Videos:
Notes:
Related to MC-228464 MC-223922 MC-200924 MC-165952
MC-248099
Entities behave erratically and incorrectly when trying to pathfind into water at foot level under some circumstances.
Steps to Reproduce:
Test 1:
- Place down a single water source in the ground
- Spawn a cow
- Light it on fire
Observed Behavior:
The cow will pathfind to the water as expected, but will spin around on top of the water, never falling into it. It will stay lit on fire, and possibly die because of this.
Expected Behavior:
The cow would pathfind to the water, and fall in as it intends to.
Screenshots/Videos:
Notes:
Related to MC-228464 MC-223922 MC-200924 MC-165952
MC-248099
relates to
When on fire, some mobs whose hitboxes are bigger than a 1*1 block behave abnormally instead of sinking into waterSome larger entities on fire cannot pathfind correctly to water below them under some situations
Entitiesbehave erratically and incorrectly when trying to pathfind into water at foot level under some circumstances.Steps to Reproduce:
- Place down a single water source in the ground
- Spawn a cow
- Light it on fire
Observed Behavior:
The cow will pathfind to the water as expected, but will spin around on top of the water, never falling into it. It will stay lit on fire, and possibly die because of this.
Expected Behavior:
The cow would pathfind to the water, and fall in as it intends to.
Screenshots/Videos:
Notes:
Related to MC-228464 MC-223922 MC-200924 MC-165952
MC-248099Some larger entities which are either nearly a block big, or larger than a block behave erratically and incorrectly when trying to pathfind into water at foot level under some circumstances.
Steps to Reproduce:
- Place down a single water source in the ground
- Spawn a cow
- Light it on fire
Observed Behavior:
The cow will pathfind to the water as expected, but will spin around on top of the water, never falling into it. It will stay lit on fire, and possibly die because of this.
Expected Behavior:
The cow would pathfind to the water, and fall in as it intends to.
Screenshots/Videos:
Notes:
Related to MC-228464 MC-223922 MC-200924 MC-165952
MC-248099
THIS IS THE SAME AS MC-129612, WHICH IS MARKED AS CANNOT REPRODUCE. I COME TO 1) SHOW YOU THE WAY TO REPRODUCE IT; 2) CLAIM THAT THE ISSUE ISN'T ON THE COW ITSELF BUT ITS HITBOX.
Make a terrian and spawn a cow like Screenshot 1.
Put the cow on fire using flint and steel.
Notice how the cow will rotate rapidly above a 1*1 block of water instead of going into the larger pond like Screenshot 2 & 3.
EDIT: For sheeps and pigs, they rotate for a round or two, and then sink into the water block below.



I can confirm this issue in the latest version, 24w11a. Considering this issue has not had proper upkeep in 4 years, I would like to request ownership of it. Primarily, to remove any unnecessary bloat from the description, and better clarify the issue here.
Yeah, this is a common bug, and probably falls under the "Won't Fix" category. Because these mobs' hitboxes are rather large, when trying to get into a 1 block wide puddle of water, they will continuously hit the sides and auto-jump back up to dry land. In their frenzied state, it is impossible for them to slow down, and they therefore die.
For the sake of transparency, I would like to leave the original description of this issue in a comment here. This was the description used when the issue was triaged:
{color:#0000ff}There're two kinds of mobs whose "hitboxes are bigger than 1*1 block":{color} 1) Mobs which are +bigger than 1*1 block seen from any direction+, like polar bears. For further explanation, these mobs can't be spawned inside a narrow stream which has a 1-block width. When trying to do so, they'll be automatically spawned above water. *Now, the problems occurs: {color:#ff0000}when they run onto a narrow stream, they act like they're already in water, so they freeze there and don't take any further action.{color}* But they're still out of water, burning. 2) Mobs whose +lengths are longer than 1 block, but widths are shorter than 1 block+, like cows. These mobs can be spawned inside the narrow stream, but when in it, parts of their hitboxes sometimes can be inside the solid blocks on both sides of the stream, when they rotate to a specific range of angles. *They also have problems: {color:#ff0000}When burning, these mobs rotate rapidly when run onto a narrow stream of water.{color}* ---- *HOW TO REPRODUCE: (TAKE A COW AS AN EXAMPLE)* Make a terrian and spawn a cow like Screenshot 1. Before the cow moves into other places, put the cow on fire using flint and steel. Notice how the cow will rotate rapidly above the narrow stream instead of going into the larger pond like Screenshot 2 & 3. ---- *SUGGESTIONS OF HOW TO FIX:* 1) {color:#0000ff}For a first kind of mob{color}, the best way to fix is to let it detect if the nearest water block is 1 block wide, or, in other words, if it cannot sink into that water block. If it indeed cannot, then it doesn't reach for that block, instead it directly reaches for the larger pond. *If coding that in is difficult*, then the mob can simply reach for the nearest water block and try to sink into it. If it cannot, then it reaches for the larger pond. +If there isn't a larger pond+, which means the mob cannot sink into water using any methods, then let the mob do the same as in the current release. 2) {color:#0000ff}For a second kind of mob{color}, it can sink into the narrow stream if it rotates to a certain angle, but it cannot sink into a single 1*1 block of water. {color:green}If it's a narrow stream{color}, it doesn't need to rotate round and round and not sink into water. When it rotates to an angle it can sink in, simply let it sink in. *If coding that in is difficult*, then let the mob do the same as the first kind of mobs: either directly reaches for the larger pond, or reaches for the narrow stream, finds out its hitbox is bigger than 1*1, and reaches for the larger pond. +If there isn't a larger pond+, then either let it rotate to a certain angle and sink in, or just let the mob do the same as in the current release, if the first choice to hard to code in, because there's no better way to let the mob sink in. {color:green}If it's a single 1*1 block of water{color}, then it cannot sink in it. Let it do the same as the suggest way for the first kind of mobs. ---- *NOTE:* If you don't understand some of my words, such as the "narrow stream", simply refer to the screenshots.