Most mobs stop moving if there is no non-spectator player nearby
The bug
Most mobs seem to stop walking (do not wander around / pathfind randomly) when there is only a spectator player nearby. The mobs might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Though this is likely intended (MC-46843, MC-48868), it leads to potential gameplay issues as described in MC-202512 and MC-212687. It also behaves inconsistently, because if it is intended behavior, it should apply to all mobs (MC-136206).
Steps to reproduce
This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs listed below.
Notes
Logging out and relogging seems to (temporarily) fix the issue for some mobs.
When mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Fixing this issue (if it is not intended) improperly might cause severe performance issues.
Affected mobs
This affects the following mobs: blazes, cats, chickens, cows, creepers, dolphins (MC-202512), donkeys, drowned, elder guardians, endermen (only teleport, don't walk), endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses (including skeleton and zombie horses), husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas (they only roll, but don't walk), parrots, pigs, pillagers, polar bears, rabbits, ravagers, sheep, silverfish, spiders and cave spiders, skeletons, snow golems, squids and glow squids (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombie villagers, zombies and zombified piglins.
This does not affect: axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, slimes, turtles, vexes, villagers, withers and zoglins. Shulkers and giants are not affected because they already don't move in creative.
Other mobs, if any, were not tested.
Analysis
Analysis by Chumbanotz provided in this comment.
Linked Issues
Created Issue:
Most mobs do not wander around if no (non-spectator) player is nearby, if they are not aggravated
Relates to MC-212687. Most mobs seem to stop moving (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Another example is ravagers and villagers.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, elder guardians, endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses, iron golems, llamas and trader llamas, pandas, ravagers, sheep, spiders and cave spiders, squid and glow squid (MC-212687), snow golems, striders, vindicators, wandering traders, wither skeletons and zombified piglins.
This does not affect axolotls, bats, bees, foxes, turtles, vexes and villagers.
Other mobs were not tested.
Relates to MC-212687. Most mobs seem to stop moving (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop
. They still rotate and can bob up and down, but eventually they never actually leave its position.Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Another example is ravagers and villagers.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, elder guardians, endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses, iron golems, llamas and trader llamas, pandas, ravagers, sheep, spiders and cave spiders, squid and glow squid (MC-212687), snow golems, striders, vindicators, wandering traders, wither skeletons and zombified piglins.
This does not affect axolotls, bats, bees, foxes, turtles, vexes and villagers.
Other mobs were not tested.
Relates to MC-212687. Most mobs seem to stop moving (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Another example is ravagers and villagers.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, elder guardians, endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses, iron golems, llamas and trader llamas, pandas, ravagers, sheep, spiders and cave spiders, squid and glow squid (MC-212687), snow golems, striders, vindicators, wandering traders, wither skeletons and zombified piglins.
This does not affect axolotls, bats, bees, foxes, turtles, vexes and villagers.
Other mobs were not tested.
Relates to MC-212687. Most mobs seem to stop moving (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again.
Another example is ravagers and villagers.This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, elder guardians, endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses, iron golems, llamas and trader llamas, pandas, ravagers, sheep, spiders and cave spiders, squid and glow squid (MC-212687), snow golems, striders, vindicators, wandering traders, wither skeletons and zombified piglins.
This does not affect axolotls, bats, bees, foxes, turtles, vexes and villagers.
Other mobs were not tested.
Relates to MC-212687. Most mobs seem to stop moving (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, elder guardians, endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses, iron golems, llamas and trader llamas, pandas, ravagers, sheep, spiders and cave spiders, squid and glow squid (MC-212687), snow golems, striders, vindicators, wandering traders, wither skeletons and zombified piglins.
This does not affect axolotls, bats, bees, foxes, turtles, vexes and villagers.
Other mobs were not tested.
Relates to MC-212687. Most mobs seem to stop moving (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, elder guardians, endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses, iron golems, llamas and trader llamas, pandas, ravagers, sheep, spiders and cave spiders, squid and glow squid (MC-212687), snow golems, striders, vindicators, wandering traders, wither skeletons and zombified piglins.
This does not affect axolotls, bats, bees, foxes, turtles, vexes and villagers.
Other mobs were not tested.
Relates to MC-212687. Most mobs seem to stop moving (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, elder guardians, endermen, endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses, iron golems, llamas and trader llamas, pandas, ravagers, sheep, spiders and cave spiders, squid and glow squid (MC-212687), snow golems, striders, vindicators, wandering traders, wither skeletons and zombified piglins.
This does not affect axolotls, bats, bees, foxes, ghasts, goats, turtles, vexes and villagers.
Other mobs were not tested.
Relates to MC-212687. Most mobs seem to stop moving (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, elder guardians, endermen, endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses, iron golems, llamas and trader llamas, pandas, ravagers, sheep, spiders and cave spiders, squid and glow squid (MC-212687), snow golems, striders, vindicators, wandering traders, wither skeletons and zombified piglins.
This does not affect axolotls, bats, bees, foxes, ghasts, goats, phantoms, turtles, vexes and villagers.
Other mobs were not tested.
Relates to MC-212687. Most mobs seem to stop moving (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, elder guardians, endermen, endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses, iron golems, llamas and trader llamas, pandas, ravagers, sheep, spiders and cave spiders, squid and glow squid (MC-212687), snow golems, striders, vindicators, wandering traders, wither skeletons and zombified piglins.
This does not affect axolotls, bats, bees, foxes, ghasts, goats,
phantoms, turtles, vexes and villagers.Other mobs were not tested.
Relates to MC-212687. Most mobs seem to stop moving (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, elder guardians, endermen, endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses, husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas, ravagers, sheep, spiders and cave spiders, squid and glow squid (MC-212687), snow golems, striders, vindicators, wandering traders, wither skeletons and zombified piglins.
This does not affect axolotls, bats, bees, foxes, ghasts, goats, magma cubes, phantoms, slimes, turtles, vexes and villagers.
Other mobs were not tested.
Relates to MC-212687. Most mobs seem to stop moving (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, elder guardians, endermen, endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses, husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas, ravagers, sheep, spiders and cave spiders, squid and glow squid (MC-212687), snow golems, striders, vindicators, wandering traders, wither skeletons and zombified piglins.
This does not affect axolotls, bats, bees, foxes, ghasts, goats, magma cubes, phantoms, slimes, turtles, vexes
andvillagers.Other mobs were not tested.
Relates to MC-212687. Most mobs seem to stop moving (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, elder guardians, endermen, endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses, husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas, ravagers, sheep, spiders and cave spiders, squid and glow squid (MC-212687), snow golems, striders, vindicators, wandering traders, wither skeletons and zombified piglins.
This does not affect axolotls, bats, bees, ender dragons, foxes, ghasts, goats, magma cubes, phantoms, slimes, turtles, vexes, villagers and withers.
Other mobs were not tested.
Relates to MC-212687. Most mobs seem to stop moving (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, elder guardians, endermen, endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses, husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas, parrots, rabbits, ravagers, sheep, spiders and cave spiders, squid and glow squid (MC-212687), snow golems, striders, vindicators, wandering traders, wither skeletons and zombified piglins.
This does not affect axolotls, bats, bees, ender dragons, foxes, ghasts, goats, magma cubes, phantoms, shulkers (they already stand still either way), slimes, turtles, vexes, villagers and withers.
Other mobs were not tested.
Relates to MC-212687. Most mobs seem to stop moving (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, elder guardians, endermen, endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses, husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas, parrots, rabbits, ravagers, sheep, spiders and cave spiders, squid and glow squid (MC-212687), snow golems, striders, vindicators, wandering traders, wither skeletons and zombified piglins.
This does not affect axolotls, bats, bees, ender dragons, foxes, ghasts, goats, magma cubes, phantoms, shulkers (they already stand still either way), slimes, turtles, vexes, villagers
andwithers.Other mobs were not tested.
Relates to MC-212687. Most mobs seem to stop moving (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, elder guardians, endermen, endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses, husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas, parrots, rabbits, ravagers, sheep, spiders and cave spiders, squid and glow squid (MC-212687), snow golems, striders, vindicators, wandering traders, wither skeletons and zombified piglins.
This does not affect axolotls, bats, bees, ender dragons, foxes, ghasts, goats, magma cubes, phantoms, shulkers (they already stand still either way), slimes, turtles, vexes, villagers, withers and zoglins.
Other mobs were not tested.
Relates to MC-212687. Most mobs seem to stop moving (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, elder guardians, endermen, endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses, husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas, parrots, pillagers, polar bears, rabbits, ravagers, sheep, spiders and cave spiders, squid and glow squid (MC-212687), snow golems, striders, vindicators, wandering traders, wither skeletons and zombified piglins.
This does not affect axolotls, bats, bees, ender dragons, foxes, ghasts, goats, magma cubes, phantoms, shulkers (they already stand still either way), slimes, turtles, vexes, villagers, withers and zoglins.
Other mobs were not tested.
Relates to MC-212687. Most mobs seem to stop moving (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, elder guardians, endermen, endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses, husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas, parrots, pillagers, polar bears, rabbits, ravagers, sheep, spiders and cave spiders, squid and glow squid (MC-212687),
snow golems,striders, vindicators, wandering traders, wither skeletons and zombified piglins.This does not affect axolotls, bats, bees, ender dragons, foxes, ghasts, goats, magma cubes, phantoms, shulkers (they already stand still either way), slimes, turtles, vexes, villagers, withers and zoglins.
Other mobs were not tested.
Relates to MC-212687. Most mobs seem to stop moving (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, elder guardians, endermen, endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses, husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas, parrots, pillagers, polar bears, rabbits, ravagers, sheep, spiders and cave spiders, skeletons, snow golems, squid and glow squid (MC-212687), striders, vindicators, wandering traders, witches, wither skeletons and zombified piglins.
This does not affect axolotls, bats, bees, ender dragons, foxes, ghasts, goats, magma cubes, phantoms, shulkers (they already stand still either way), slimes, turtles, vexes, villagers, withers and zoglins.
Other mobs were not tested.
*strong text*Relates to MC-212687. Most mobs seem to stop moving (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, elder guardians, endermen, endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses, husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas, parrots, pillagers, polar bears, rabbits, ravagers, sheep, spiders and cave spiders, skeletons, snow golems, squid and glow squid (MC-212687), striders, vindicators, wandering traders, witches, wither skeletons and zombified piglins.
This does not affect axolotls, bats, bees, ender dragons, foxes, ghasts, goats, magma cubes, phantoms, shulkers (they already stand still either way), slimes, turtles, vexes, villagers, withers and zoglins.
Other mobs were not tested.
*strong text*Relates to MC-212687. Most mobs seem to stop moving (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, elder guardians, endermen, endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses, husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas, parrots, pillagers, polar bears, rabbits, ravagers, sheep, spiders and cave spiders, skeletons, snow golems, squid and glow squid (MC-212687), striders, vindicators, wandering traders, witches, wither skeletons and zombified piglins.
This does not affect axolotls, bats, bees, ender dragons, foxes, ghasts, goats, magma cubes, phantoms, shulkers (they already stand still either way), slimes, turtles, vexes, villagers, withers and zoglins.
Other mobs were not tested.
Relates to MC-212687. Most mobs seem to stop moving (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, elder guardians, endermen, endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses, husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas, parrots, pillagers, polar bears, rabbits, ravagers, sheep, spiders and cave spiders, skeletons, snow golems, squid and glow squid (MC-212687), striders, vindicators, wandering traders, witches, wither skeletons and zombified piglins.
This does not affect axolotls, bats, bees, ender dragons, foxes, ghasts, goats, magma cubes, phantoms, piglins, shulkers (they already stand still either way), slimes, turtles, vexes, villagers, withers and zoglins.
Other mobs were not tested.
Relates to MC-212687. Most mobs seem to stop moving (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, elder guardians, endermen, endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses, husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas, parrots, pillagers, polar bears, rabbits, ravagers, sheep, spiders and cave spiders, skeletons, snow golems, squid and glow squid (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, zombies and zombified piglins.
This does not affect axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, shulkers (they already stand still either way), slimes, turtles, vexes, villagers, withers and zoglins.
Other mobs, if any, were not tested.
Relates to MC-212687. Most mobs seem to stop moving (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, elder guardians, endermen, endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses, husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas, parrots, pillagers, polar bears, rabbits, ravagers, sheep, spiders and cave spiders, skeletons, snow golems, squid and glow squid (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombies and zombified piglins.
This does not affect axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, shulkers (they already stand still either way), slimes, turtles, vexes, villagers, withers and zoglins.
Other mobs, if any, were not tested.
Relates to MC-212687. Most mobs seem to stop moving (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, elder guardians, endermen, endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses, husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas, parrots, pillagers, polar bears, rabbits, ravagers, sheep, spiders and cave spiders, skeletons, snow golems, squid and glow squid (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombies and zombified piglins.
This does not affect axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes,
shulkers (they already stand still either way),slimes, turtles, vexes, villagers, withers and zoglins.Other mobs, if any, were not tested.
Relates to MC-212687. Most mobs seem to stop moving (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, elder guardians, endermen, endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses, husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas, parrots, pillagers, polar bears, rabbits, ravagers, sheep, silverfish, spiders and cave spiders, skeletons, snow golems, squid and glow squid (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombie villagers, zombies and zombified piglins.
This does not affect axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, slimes, turtles, vexes, villagers, withers and zoglins. Shulkers and giants are not affected because they already don't move in creative.
Other mobs, if any, were not tested.
Most mobsdo not wander aroundif no (non-spectator) player is nearby, if they are not aggravatedMost mobs stop moving if no (non-spectator) player is nearby, if they are not aggravated
Relates to MC-212687. Most mobs seem to stop moving (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, drowned, elder guardians, endermen, endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses, husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas, parrots, pillagers, polar bears, rabbits, ravagers, sheep, silverfish, spiders and cave spiders, skeletons, snow golems, squid and glow squid (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombie villagers, zombies and zombified piglins.
This does not affect axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, slimes, turtles, vexes, villagers, withers and zoglins. Shulkers and giants are not affected because they already don't move in creative.
Other mobs, if any, were not tested.
Relates to MC-212687. Most mobs seem to stop moving (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, drowned, elder guardians, endermen, endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses (including skeleton and zombie horses), husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas, parrots, pillagers, polar bears, rabbits, ravagers, sheep, silverfish, spiders and cave spiders, skeletons, snow golems, squid and glow squid (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombie villagers, zombies and zombified piglins.
This does not affect axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, slimes, turtles, vexes, villagers, withers and zoglins. Shulkers and giants are not affected because they already don't move in creative.
Other mobs, if any, were not tested.
Relates to MC-212687. Most mobs seem to stop
moving (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, drowned, elder guardians, endermen, endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses (including skeleton and zombie horses), husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas, parrots, pillagers, polar bears, rabbits, ravagers, sheep, silverfish, spiders and cave spiders, skeletons, snow golems, squid and glow squid (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombie villagers, zombies and zombified piglins.
This does not affect axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, slimes, turtles, vexes, villagers, withers and zoglins. Shulkers and giants are not affected because they already don't move in creative.
Other mobs, if any, were not tested.
Relates to MC-212687. Most mobs seem to stop walking (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, drowned, elder guardians, endermen, endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses (including skeleton and zombie horses), husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas (they only roll, but don't walk), parrots, pillagers, polar bears, rabbits, ravagers, sheep, silverfish, spiders and cave spiders, skeletons, snow golems, squid and glow squid (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombie villagers, zombies and zombified piglins.
This does not affect axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, slimes, turtles, vexes, villagers, withers and zoglins. Shulkers and giants are not affected because they already don't move in creative.
Other mobs, if any, were not tested.
Relates to MC-212687. Most mobs seem to stop walking (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, drowned, elder guardians, endermen (only teleport, don't walk), endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses (including skeleton and zombie horses), husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas (they only roll, but don't walk), parrots, pillagers, polar bears, rabbits, ravagers, sheep, silverfish, spiders and cave spiders, skeletons, snow golems, squid and glow squid (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombie villagers, zombies and zombified piglins.
This does not affect axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, slimes, turtles, vexes, villagers, withers and zoglins. Shulkers and giants are not affected because they already don't move in creative.
Other mobs, if any, were not tested.
Relates to MC-212687. Most mobs seem to stop walking (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, drowned, elder guardians, endermen (only teleport, don't walk), endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses (including skeleton and zombie horses), husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas (they only roll, but don't walk), parrots, pillagers, polar bears, rabbits, ravagers, sheep, silverfish, spiders and cave spiders, skeletons, snow golems, squid and glow squid (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombie villagers, zombies and zombified piglins.
This does not affect axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, slimes, turtles, vexes, villagers, withers and zoglins. Shulkers and giants are not affected because they already don't move in creative.
Other mobs, if any, were not tested.
Analysis
Relates to MC-212687. Most mobs seem to stop walking (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, drowned, elder guardians, endermen (only teleport, don't walk), endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses (including skeleton and zombie horses), husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas (they only roll, but don't walk), parrots, pillagers, polar bears, rabbits, ravagers, sheep, silverfish, spiders and cave spiders, skeletons, snow golems, squid and glow squid (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombie villagers, zombies and zombified piglins.
This does not affect axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, slimes, turtles, vexes, villagers, withers and zoglins. Shulkers and giants are not affected because they already don't move in creative.
Other mobs, if any, were not tested.
Analysis
Relates to MC-212687. Most mobs seem to stop walking (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, drowned, elder guardians, endermen (only teleport, don't walk), endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses (including skeleton and zombie horses), husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas (they only roll, but don't walk), parrots, pillagers, polar bears, rabbits, ravagers, sheep, silverfish, spiders and cave spiders, skeletons, snow golems, squid and glow squid (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombie villagers, zombies and zombified piglins.
This does not affect axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, slimes, turtles, vexes, villagers, withers and zoglins. Shulkers and giants are not affected because they already don't move in creative.
Other mobs, if any, were not tested.
Analysis
Most mobs seem to stop walking (do not wander around / pathfind randomly) when there is no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to (temporarily) fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, drowned, elder guardians, endermen (only teleport, don't walk), endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses (including skeleton and zombie horses), husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas (they only roll, but don't walk), parrots, pillagers, polar bears, rabbits, ravagers, sheep, silverfish, spiders and cave spiders, skeletons, snow golems, squid and glow squid (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombie villagers, zombies and zombified piglins.
This does not affect axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, slimes, turtles, vexes, villagers, withers and zoglins. Shulkers and giants are not affected because they already don't move in creative.
Other mobs, if any, were not tested.
Analysis
Most mobs seem to stop walking (do not wander around / pathfind randomly) when there is
no non-spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to (temporarily) fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, drowned, elder guardians, endermen (only teleport, don't walk), endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses (including skeleton and zombie horses), husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas (they only roll, but don't walk), parrots, pillagers, polar bears, rabbits, ravagers, sheep, silverfish, spiders and cave spiders, skeletons, snow golems, squid and glow squid (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombie villagers, zombies and zombified piglins.
This does not affect axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, slimes, turtles, vexes, villagers, withers and zoglins. Shulkers and giants are not affected because they already don't move in creative.
Other mobs, if any, were not tested.
Analysis
Most mobs seem to stop walking (do not wander around / pathfind randomly) when there is a spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to (temporarily) fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, drowned, elder guardians, endermen (only teleport, don't walk), endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses (including skeleton and zombie horses), husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas (they only roll, but don't walk), parrots, pillagers, polar bears, rabbits, ravagers, sheep, silverfish, spiders and cave spiders, skeletons, snow golems, squid and glow squid (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombie villagers, zombies and zombified piglins.
This does not affect axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, slimes, turtles, vexes, villagers, withers and zoglins. Shulkers and giants are not affected because they already don't move in creative.
Other mobs, if any, were not tested.
Analysis
Most mobs stop moving ifno (non-spectator)player is nearby, if they are not aggravatedMost mobs stop moving if a spectator player is nearby, if they are not aggravated
Most mobs seem to stop walking (do not wander around / pathfind randomly) when there is only a spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to (temporarily) fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, drowned, elder guardians, endermen (only teleport, don't walk), endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses (including skeleton and zombie horses), husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas (they only roll, but don't walk), parrots, pillagers, polar bears, rabbits, ravagers, sheep, silverfish, spiders and cave spiders, skeletons, snow golems, squid and glow squid (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombie villagers, zombies and zombified piglins.
This does not affect axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, slimes, turtles, vexes, villagers, withers and zoglins. Shulkers and giants are not affected because they already don't move in creative.
Other mobs, if any, were not tested.
Analysis
Most mobs stop moving if only a spectator player is nearby, if they are not aggravated
Most mobs seem to stop walking (do not wander around / pathfind randomly) when there is only a spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to (temporarily) fix the issue for some mobs.
This affects blazes, cats, chickens, cows, creepers, dolphins, donkey, drowned, elder guardians, endermen (only teleport, don't walk), endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses (including skeleton and zombie horses), husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas (they only roll, but don't walk), parrots, pillagers, polar bears, rabbits, ravagers, sheep, silverfish, spiders and cave spiders, skeletons, snow golems, squids and glow squids (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombie villagers, zombies and zombified piglins.
This does not affect axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, slimes, turtles, vexes, villagers, withers and zoglins. Shulkers and giants are not affected because they already don't move in creative.
Other mobs, if any, were not tested.
Analysis
Most mobs seem to stop walking (do not wander around / pathfind randomly) when there is only a spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs, they might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Note 3: Logging out and relogging seems to (temporarily) fix the issue for some mobs.
This affects the following mobs: blazes, cats, chickens, cows, creepers, dolphins, donkey, drowned, elder guardians, endermen (only teleport, don't walk), endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses (including skeleton and zombie horses), husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas (they only roll, but don't walk), parrots, pillagers, polar bears, rabbits, ravagers, sheep, silverfish, spiders and cave spiders, skeletons, snow golems, squids and glow squids (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombie villagers, zombies and zombified piglins.
This does not affect: axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, slimes, turtles, vexes, villagers, withers and zoglins. Shulkers and giants are not affected because they already don't move in creative.
Other mobs, if any, were not tested.
Analysis
Most mobs seem to stop walking (do not wander around / pathfind randomly) when there is only a spectator player nearby. This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Note: when first spawning in the mobs,they might start moving, buttheneventuallystop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Note 2: when mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is,forexample, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and stridersmovingaround when it rains.
Note 3:Logging out and relogging seems to (temporarily) fix the issue for some mobs.This affects the following mobs: blazes, cats, chickens, cows, creepers, dolphins, donkey, drowned, elder guardians, endermen (only teleport, don't walk), endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses (including skeleton and zombie horses), husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas (they only roll, but don't walk), parrots, pillagers, polar bears, rabbits, ravagers, sheep, silverfish, spiders and cave spiders, skeletons, snow golems, squids and glow squids (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombie villagers, zombies and zombified piglins.
This does not affect: axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, slimes, turtles, vexes, villagers, withers and zoglins. Shulkers and giants are not affected because they already don't move in creative.
Other mobs, if any, were not tested.
Analysis
The bug
Most mobs seem to stop walking (do not wander around / pathfind randomly) when there is only a spectator player nearby. The mobs might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Steps to reproduce
This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Notes
Logging out and relogging seems to (temporarily) fix the issue for some mobs.
When mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Affected mobs
This affects the following mobs: blazes, cats, chickens, cows, creepers, dolphins, donkey, drowned, elder guardians, endermen (only teleport, don't walk), endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses (including skeleton and zombie horses), husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas (they only roll, but don't walk), parrots, pillagers, polar bears, rabbits, ravagers, sheep, silverfish, spiders and cave spiders, skeletons, snow golems, squids and glow squids (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombie villagers, zombies and zombified piglins.
This does not affect: axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, slimes, turtles, vexes, villagers, withers and zoglins. Shulkers and giants are not affected because they already don't move in creative.
Other mobs, if any, were not tested.
Analysis
The bug
Most mobs seem to stop walking (do not wander around / pathfind randomly) when there is only a spectator player nearby. The mobs might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Steps to reproduce
This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Notes
Logging out and relogging seems to (temporarily) fix the issue for some mobs.
When mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Affected mobs
This affects the following mobs: blazes, cats, chickens, cows, creepers, dolphins, donkey, drowned, elder guardians, endermen (only teleport, don't walk), endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses (including skeleton and zombie horses), husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas (they only roll, but don't walk), parrots, pillagers, polar bears, rabbits, ravagers, sheep, silverfish, spiders and cave spiders, skeletons, snow golems, squids and glow squids (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombie villagers, zombies and zombified piglins.This does not affect: axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, slimes, turtles, vexes, villagers, withers and zoglins. Shulkers and giants are not affected because they already don't move in creative.
Other mobs, if any, were not tested.
Analysis
The bug
Most mobs seem to stop walking (do not wander around / pathfind randomly) when there is only a spectator player nearby. The mobs might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position. Though this could be intended (
MC-46843), it leads to potential gameplay issues as described in MC-202512 and MC-212687.Steps to reproduce
This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Notes
Logging out and relogging seems to (temporarily) fix the issue for some mobs.
When mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Affected mobs
This affects the following mobs: blazes, cats, chickens, cows, creepers, dolphins (MC-202512), donkeys, drowned, elder guardians, endermen (only teleport, don't walk), endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses (including skeleton and zombie horses), husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas (they only roll, but don't walk), parrots, pillagers, polar bears, rabbits, ravagers, sheep, silverfish, spiders and cave spiders, skeletons, snow golems, squids and glow squids (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombie villagers, zombies and zombified piglins.
This does not affect: axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, slimes, turtles, vexes, villagers, withers and zoglins. Shulkers and giants are not affected because they already don't move in creative.
Other mobs, if any, were not tested.
Analysis
It seems that this has already been reported (
MC-46843) and is working as intended, unfortunately. Please resolve this issue.
Most mobs stop moving ifonly aspectator playerisnearby, if they are not aggravatedMost mobs stop moving if there is no non-spectator player nearby
The bug
Most mobs seem to stop walking (do not wander around / pathfind randomly) when there is only a spectator player nearby. The mobs might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position. Though this could be intended (
MC-46843), it leads to potential gameplay issues as described in MC-202512 and MC-212687. Closely relates to MC-136206.Steps to reproduce
This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Notes
Logging out and relogging seems to (temporarily) fix the issue for some mobs.
When mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Affected mobs
This affects the following mobs: blazes, cats, chickens, cows, creepers, dolphins (MC-202512), donkeys, drowned, elder guardians, endermen (only teleport, don't walk), endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses (including skeleton and zombie horses), husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas (they only roll, but don't walk), parrots, pillagers, polar bears, rabbits, ravagers, sheep, silverfish, spiders and cave spiders, skeletons, snow golems, squids and glow squids (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombie villagers, zombies and zombified piglins.
This does not affect: axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, slimes, turtles, vexes, villagers, withers and zoglins. Shulkers and giants are not affected because they already don't move in creative.
Other mobs, if any, were not tested.
Analysis
The bug
Most mobs seem to stop walking (do not wander around / pathfind randomly) when there is only a spectator player nearby. The mobs might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position. Though this could be intended (
MC-46843), it leads to potential gameplay issues as described in MC-202512 and MC-212687. Closely relates to MC-136206.Steps to reproduce
This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Notes
Logging out and relogging seems to (temporarily) fix the issue for some mobs.
When mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Affected mobs
This affects the following mobs: blazes, cats, chickens, cows, creepers, dolphins (MC-202512), donkeys, drowned, elder guardians, endermen (only teleport, don't walk), endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses (including skeleton and zombie horses), husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas (they only roll, but don't walk), parrots, pillagers, polar bears, rabbits, ravagers, sheep, silverfish, spiders and cave spiders, skeletons, snow golems, squids and glow squids (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombie villagers, zombies and zombified piglins.
This does not affect: axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, slimes, turtles, vexes, villagers, withers and zoglins. Shulkers and giants are not affected because they already don't move in creative.
Other mobs, if any, were not tested.
Analysis
The bug
Most mobs seem to stop walking (do not wander around / pathfind randomly) when there is only a spectator player nearby. The mobs might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position. Though this could be intended (
MC-46843), it leads to potential gameplay issues as described in MC-202512 and MC-212687. It also behaves inconsistently, because if it is intended behavior, it should apply to all mobs (MC-136206).Steps to reproduce
This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Notes
Logging out and relogging seems to (temporarily) fix the issue for some mobs.
When mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Affected mobs
This affects the following mobs: blazes, cats, chickens, cows, creepers, dolphins (MC-202512), donkeys, drowned, elder guardians, endermen (only teleport, don't walk), endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses (including skeleton and zombie horses), husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas (they only roll, but don't walk), parrots, pillagers, polar bears, rabbits, ravagers, sheep, silverfish, spiders and cave spiders, skeletons, snow golems, squids and glow squids (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombie villagers, zombies and zombified piglins.
This does not affect: axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, slimes, turtles, vexes, villagers, withers and zoglins. Shulkers and giants are not affected because they already don't move in creative.
Other mobs, if any, were not tested.
Analysis
The bug
Most mobs seem to stop walking (do not wander around / pathfind randomly) when there is only a spectator player nearby. The mobs might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position. Though this could be intended (
MC-46843), it leads to potential gameplay issues as described in MC-202512 and MC-212687. It also behaves inconsistently, because if it is intended behavior, it should apply to all mobs (MC-136206).Steps to reproduce
This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Notes
Logging out and relogging seems to (temporarily) fix the issue for some mobs.
When mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Affected mobs
This affects the following mobs: blazes, cats, chickens, cows, creepers, dolphins (MC-202512), donkeys, drowned, elder guardians, endermen (only teleport, don't walk), endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses (including skeleton and zombie horses), husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas (they only roll, but don't walk), parrots, pillagers, polar bears, rabbits, ravagers, sheep, silverfish, spiders and cave spiders, skeletons, snow golems, squids and glow squids (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombie villagers, zombies and zombified piglins.
This does not affect: axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, pigs, slimes, turtles, vexes, villagers, withers and zoglins. Shulkers and giants are not affected because they already don't move in creative.
Other mobs, if any, were not tested.
Analysis
The bug
Most mobs seem to stop walking (do not wander around / pathfind randomly) when there is only a spectator player nearby. The mobs might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position. Though this could be intended (
MC-46843), it leads to potential gameplay issues as described in MC-202512 and MC-212687. It also behaves inconsistently, because if it is intended behavior, it should apply to all mobs (MC-136206).Steps to reproduce
This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Notes
Logging out and relogging seems to (temporarily) fix the issue for some mobs.
When mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Affected mobs
This affects the following mobs: blazes, cats, chickens, cows, creepers, dolphins (MC-202512), donkeys, drowned, elder guardians, endermen (only teleport, don't walk), endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses (including skeleton and zombie horses), husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas (they only roll, but don't walk), parrots, pillagers, polar bears, rabbits, ravagers, sheep, silverfish, spiders and cave spiders, skeletons, snow golems, squids and glow squids (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombie villagers, zombies and zombified piglins.
This does not affect: axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes,
pigs,slimes, turtles, vexes, villagers, withers and zoglins. Shulkers and giants are not affected because they already don't move in creative.Other mobs, if any, were not tested.
Analysis
The bug
Most mobs seem to stop walking (do not wander around / pathfind randomly) when there is only a spectator player nearby. The mobs might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position. Though this could be intended (
MC-46843), it leads to potential gameplay issues as described in MC-202512 and MC-212687. It also behaves inconsistently, because if it is intended behavior, it should apply to all mobs (MC-136206).Steps to reproduce
This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Notes
Logging out and relogging seems to (temporarily) fix the issue for some mobs.
When mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Affected mobs
This affects the following mobs: blazes, cats, chickens, cows, creepers, dolphins (MC-202512), donkeys, drowned, elder guardians, endermen (only teleport, don't walk), endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses (including skeleton and zombie horses), husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas (they only roll, but don't walk), parrots, pigs, pillagers, polar bears, rabbits, ravagers, sheep, silverfish, spiders and cave spiders, skeletons, snow golems, squids and glow squids (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombie villagers, zombies and zombified piglins.
This does not affect: axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, slimes, turtles, vexes, villagers, withers and zoglins. Shulkers and giants are not affected because they already don't move in creative.
Other mobs, if any, were not tested.
Analysis
The bug
Most mobs seem to stop walking (do not wander around / pathfind randomly) when there is only a spectator player nearby. The mobs might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position. Though this could be intended (
MC-46843), it leads to potential gameplay issues as described in MC-202512 and MC-212687. It also behaves inconsistently, because if it is intended behavior, it should apply to all mobs (MC-136206).Steps to reproduce
This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Notes
Logging out and relogging seems to (temporarily) fix the issue for some mobs.
When mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Affected mobs
This affects the following mobs: blazes, cats, chickens, cows, creepers, dolphins (MC-202512), donkeys, drowned, elder guardians, endermen (only teleport, don't walk), endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses (including skeleton and zombie horses), husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas (they only roll, but don't walk), parrots, pigs, pillagers, polar bears, rabbits, ravagers, sheep, silverfish, spiders and cave spiders, skeletons, snow golems, squids and glow squids (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombie villagers, zombies and zombified piglins.
This does not affect: axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, slimes, turtles, vexes, villagers, withers and zoglins. Shulkers and giants are not affected because they already don't move in creative.
Other mobs, if any, were not tested.
Analysis
The bug
Most mobs seem to stop walking (do not wander around / pathfind randomly) when there is only a spectator player nearby. The mobs might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Though this could be intended (
MC-46843), it leads to potential gameplay issues as described in MC-202512 and MC-212687. It also behaves inconsistently, because if it is intended behavior, it should apply to all mobs (MC-136206).Steps to reproduce
This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs in.
Notes
Logging out and relogging seems to (temporarily) fix the issue for some mobs.
When mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Affected mobs
This affects the following mobs: blazes, cats, chickens, cows, creepers, dolphins (MC-202512), donkeys, drowned, elder guardians, endermen (only teleport, don't walk), endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses (including skeleton and zombie horses), husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas (they only roll, but don't walk), parrots, pigs, pillagers, polar bears, rabbits, ravagers, sheep, silverfish, spiders and cave spiders, skeletons, snow golems, squids and glow squids (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombie villagers, zombies and zombified piglins.
This does not affect: axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, slimes, turtles, vexes, villagers, withers and zoglins. Shulkers and giants are not affected because they already don't move in creative.
Other mobs, if any, were not tested.
Analysis
The bug
Most mobs seem to stop walking (do not wander around / pathfind randomly) when there is only a spectator player nearby. The mobs might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Though this
could beintended (MC-46843), it leads to potential gameplay issues as described in MC-202512 and MC-212687. It also behaves inconsistently, because if it is intended behavior, it should apply to all mobs (MC-136206).Steps to reproduce
This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs
in.Notes
Logging out and relogging seems to (temporarily) fix the issue for some mobs.
When mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Affected mobs
This affects the following mobs: blazes, cats, chickens, cows, creepers, dolphins (MC-202512), donkeys, drowned, elder guardians, endermen (only teleport, don't walk), endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses (including skeleton and zombie horses), husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas (they only roll, but don't walk), parrots, pigs, pillagers, polar bears, rabbits, ravagers, sheep, silverfish, spiders and cave spiders, skeletons, snow golems, squids and glow squids (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombie villagers, zombies and zombified piglins.
This does not affect: axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, slimes, turtles, vexes, villagers, withers and zoglins. Shulkers and giants are not affected because they already don't move in creative.
Other mobs, if any, were not tested.
Analysis
The bug
Most mobs seem to stop walking (do not wander around / pathfind randomly) when there is only a spectator player nearby. The mobs might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Though this is likely intended (
MC-46843), it leads to potential gameplay issues as described in MC-202512 and MC-212687. It also behaves inconsistently, because if it is intended behavior, it should apply to all mobs (MC-136206).Steps to reproduce
This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs listed below.
Notes
Logging out and relogging seems to (temporarily) fix the issue for some mobs.
When mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Fixing this issue (if it is not intended) improperly might cause severe performance issues.
Affected mobs
This affects the following mobs: blazes, cats, chickens, cows, creepers, dolphins (MC-202512), donkeys, drowned, elder guardians, endermen (only teleport, don't walk), endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses (including skeleton and zombie horses), husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas (they only roll, but don't walk), parrots, pigs, pillagers, polar bears, rabbits, ravagers, sheep, silverfish, spiders and cave spiders, skeletons, snow golems, squids and glow squids (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombie villagers, zombies and zombified piglins.
This does not affect: axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, slimes, turtles, vexes, villagers, withers and zoglins. Shulkers and giants are not affected because they already don't move in creative.
Other mobs, if any, were not tested.
Analysis
Analysis by Chumbanotz provided in this comment.
The bug
Most mobs seem to stop walking (do not wander around / pathfind randomly) when there is only a spectator player nearby. The mobs might start moving, but then eventually stop. They still rotate and can bob up and down, but eventually they never actually leave its position.
Though this is likely intended (
MC-46843,MC-48868), it leads to potential gameplay issues as described in MC-202512 and MC-212687. It also behaves inconsistently, because if it is intended behavior, it should apply to all mobs (MC-136206).Steps to reproduce
This can be reproduced by switching the gamemode from creative to spectator, or by simply remaining in spectator mode and summoning the mobs listed below.
Notes
Logging out and relogging seems to (temporarily) fix the issue for some mobs.
When mobs interact with one another (i.e. cats and rabbits, for example) they might actually move around until the interaction is completed (that is, for example, the cat kills the rabbit). Then the mob stops moving again. Other examples include villagers fleeing from illagers and striders moving around when it rains.
Fixing this issue (if it is not intended) improperly might cause severe performance issues.
Affected mobs
This affects the following mobs: blazes, cats, chickens, cows, creepers, dolphins (MC-202512), donkeys, drowned, elder guardians, endermen (only teleport, don't walk), endermites, evokers, fish (cod, salmon, pufferfish, tropical fish), guardians, horses (including skeleton and zombie horses), husks, illusioners, iron golems, llamas and trader llamas, mooshrooms, mules, ocelots, pandas (they only roll, but don't walk), parrots, pigs, pillagers, polar bears, rabbits, ravagers, sheep, silverfish, spiders and cave spiders, skeletons, snow golems, squids and glow squids (MC-212687), strays, striders, vindicators, wandering traders, witches, wither skeletons, wolves, zombie villagers, zombies and zombified piglins.
This does not affect: axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, slimes, turtles, vexes, villagers, withers and zoglins. Shulkers and giants are not affected because they already don't move in creative.
Other mobs, if any, were not tested.
Analysis
Analysis by Chumbanotz provided in this comment.
duplicates
I have created MC-227635 for the issue I described in my comment.
I might have duplicated your ticket at MC-227635, but mine details all the affected mobs and behaviors. Is there a way to merge issues?
Tested in single-player, in spectator mode (MC-227635). This affects axolotls, bats, bees, ender dragons, foxes, ghasts, goats, hoglins, magma cubes, phantoms, piglins, piglin brutes, slimes, turtles, vexes, villagers, withers and zoglins. This does not affect fish anymore.
Might duplicate
MC-225953.Mobs have an integer field called noActionTime which is increased every tick so long as the mob is alive and has its AI enabled. When a mob is within 32 blocks of the closest non-spectator player, this timer is set to zero. This field is also used to determine when a mob can randomly despawn. When this timer is greater than 100 ticks (10 seconds), most mobs are programmed to not wander around. This seems to be intentional given the name of the field. My guess is this was implemented to not use up the game's resources for mobs trying to pathfind that are far from any players. This value is not saved to NBT which means noActionTime is set to the default value of zero when the world is reloaded.
Thank you for the analysis, that is very intriguing. I wonder why that does not seem to affect some mobs.
Thank you for your report!
We're tracking this issue in
MC-47533, so this ticket is being resolved and linked as a duplicate.That ticket has already been resolved as working as intended, which means this is not considered a bug and won't be fixed. Please do not leave a comment on the linked ticket.
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