Endermen pathfinding looks for the simplest path rather than the optimal path.
Endermen pathfinding in 1.13 is slightly different than in 1.12.2 where they look for the simplest path that will get them close to the endermite instead of the optimal path that will get them closest to the endermite like in 1.12.2. There are some cases where this change has caused problems. For instance, with a certain enderman farm design (shown in the video) that works perfectly in 1.12.2 but stops working properly in 1.13 due to the pathfinding change.
Video showing this bug (endermen): https://www.youtube.com/watch?v=6bPVEC38N9M
Linked Issues
Created Issue:
Endermen pathfinding towards endermites is unrealiable or improper
Endermen pathfinding towards endermites is much different in 1.13 compared to 1.12.2. In 1.13, endermen take the simplest path to get to the endermite instead of the optimal path, like they do in 1.12.2. I am not sure if this is an intended feature to nerf endermen farms or an unintentional change that messed up the pathfinding of endermen towards endermites.
Video: https://www.youtube.com/watch?v=6bPVEC38N9M
Environment
1.12.2 -> crash-2018-07-19_01.39.14-client.txt
1.12.2 -> crash-2018-07-19_01.39.14-client.txt
is duplicated by
Endermen pathfindingtowards endermites is unrealiable or improperEndermen and Zombie pathfinding looks for the simplest path rather than the optimal path.
Endermen pathfinding towards endermites is much different in 1.13 compared to 1.12.2. In 1.13, endermen take the simplest path to get to the endermite instead of the optimal path, like they do in 1.12.2. I am not sure if this is an intended feature to nerf endermen farms or an unintentional change that messed up the pathfinding of endermen towards endermites.
Video: https://www.youtube.com/watch?v=6bPVEC38N9M
Endermen and zombie pathfinding
Video showing this bug (for endermen*)*: https://www.youtube.com/watch?v=6bPVEC38N9M
Endermen and zombie pathfinding
Video showing this bug (
forendermen*)*: https://www.youtube.com/watch?v=6bPVEC38N9M
Endermen and zombie pathfinding are now unreliable when they track for endermites and villagers respectively. Instead of looking for the optimal path (like they did in 1.12.2, they instead look for the simplest path that will get them closest to the endermite or villager.
Video showing this bug (endermen): https://www.youtube.com/watch?v=6bPVEC38N9M
Endermen and zombie pathfinding are now unreliable when they track for endermites and villagers respectively. Instead of looking for the optimal path (like they did in 1.12.2), they instead look for the simplest path that will get them closest to the endermite or villager.
Video showing this bug (endermen): https://www.youtube.com/watch?v=6bPVEC38N9M
Endermenand Zombiepathfinding looks for the simplest path rather than the optimal path.
Endermen and zombie pathfinding are now unreliable when they track for endermites and villagers respectively. Instead of looking for the optimal path (like they did in 1.12.2), they instead look for the simplest path that will get them closest to the endermite or villager.
Video showing this bug (endermen): https://www.youtube.com/watch?v=6bPVEC38N9M
Endermen pathfinding in 1.13 is slightly different than in 1.12.2 where they look for the simplest path that will get them close to the endermite instead of the optimal path that will get them closest to the endermite like in 1.12.2. There are some cases where this change has caused problems. For instance, with a certain enderman farm design (shown in the video) that works perfectly in 1.12.2 but stops working properly in 1.13 due to the pathfinding change.
Video showing this bug (endermen): https://www.youtube.com/watch?v=6bPVEC38N9M
duplicates
is duplicated by
Relates to MC-134118
Mobs patchfind doesn't recognize lower slabs as full block. They recognize them as air. This affect for example enderman (farms) and zombie, but also other mobs, like wolf chasing skeleton/sheep, villager running from zombie etc.
To reproduce:
First attempt: Make a pit around villager. Cover pit with lower slabs. Spawn zombie. Zombie won't get villager, cause it sees a pit around.
Second attempt: Make a 2-high hole in a wall around villager by making 3-high hole and upper slab on top and lower on bottom. Zombie will pathfind through it. In 1.12.2 It couldn't.
Third attempt: Make 1.5 high hole with slab on bottom of it. Zombie will pathfind through it and hit the wall (can't fit through). In 1.12.2 It would look for walkaround.
Found while testing: MC-134118
Probably this bug covers the mentioned one.



I guess there is an issue with the pathfinding in 1.13 in general..
Tried also zombie and villager: same problem
I attachted some pics
Relates to
MC-132985Did some testing and the zombie pathfinding is just fine. Their behaviour is the exact same in 1.13 as they are in 1.12.2. Enderman pathfinding is the same way too but their pathfinding in 1.13 is different in some situations, one of them being an enderman farm design. I also used that enderman farm design with zombies and they do the intended behaviour in 1.13. They still look for the optimal path that is within their pathfinding limits, but instead, it looks for the path that will get them CLOSEST to the endermite or villager instead of the most POTENTIAL path like in 1.12.2 (at least, I think that's how it works).
Does
MC-135803describes this issue?Resolved as a duplicate of
MC-134847. All mobs have issues with pathfinding over slabs.@violine1101 This is not the problem: they don't find the way in general 🤔
The mobs should normaly walk through the way.
In this case its only confined with slabs, but there can be normal blocks as well.. You can look at the pics.
If there aren't slabs, but normal blocks, the endermen properly find the way. I checked.
Hmm ok, i will try...
Thx🤗