Pack of wild Wolves / Zombified piglins / Silverfish / Bees not becoming aggressive at one hit kill
The bug
If you manage to one hit kill an untamed wolf by any means, other wild wolves around you won't become aggressive.
How to reproduce
- Give yourself effect 5 level 100 for 30 seconds
- Spawn two or more wolves
- One-hit kill one
→ Notice that the other wolves do not become aggressive
Code analysis
Code analysis by Marcono1234 can be found in this comment.
Linked Issues
is duplicated by21
- Works As Intended
[Helper] Lord_QuadratoFireHunterX
- 29
- 19
- Confirmed
- Mob behaviour
- bee kill mojang_internal_1 silverfish wolf zombified_piglin
1.4.2 - 1.16-pre2
1.4.2 1.4.7 1.6.4 1.7.1 1.7.2 13w48a 13w48b 13w49a 1.7.3 1.7.4 14w06b 14w07a 14w08a 1.7.9 14w21b 14w25a 14w25b 14w30c 14w31a 1.8 1.8.1 1.8.2-pre1 1.8.4 1.8.8 15w35e 1.10.2 16w32a 16w32b 16w33a 16w35a 16w40a 16w41a 16w44a 1.11-pre1 1.12 1.12.1 1.12.2 18w11a 18w16a 18w22c 1.13-pre1 1.13-pre2 1.13-pre3 1.13-pre4 1.13-pre5 1.13-pre6 1.13-pre7 1.13-pre8 1.13-pre9 1.13-pre10 1.13 18w30b 18w31a 18w32a 1.13.1-pre1 1.13.1-pre2 1.13.1 1.13.2-pre2 1.13.2 18w43a 18w43b 18w43c 18w44a 18w48a 18w48b 18w49a 18w50a 19w02a 19w03a 19w03c 19w04b 19w12b 19w13b 19w14a 1.14-pre2 1.14-pre3 1.14.4 19w35a 19w37a 19w39a 19w40a 19w42a 1.15-pre1 1.15.1 1.15.2-pre2 1.15.2 20w09a 20w10a 20w11a 20w12a 20w17a 20w18a 20w20b 20w21a 20w22a 1.16-pre2
Created Issue:
Wolves not becoming aggressive
If you manage to one hit kill a wolf by any means, other wolves around you won't become aggressive.
Environment
Mac OS X 10.7.4, latest release of Java
Pack of Wolves not becoming aggressive at one hit kill
If you manage to one hit kill an untamed wolf by any means, other wild wolves around you won't become aggressive.
Pack of wild Wolves not becoming aggressive at one hit kill
If you manage to one hit kill an untamed wolf by any means, other wild wolves around you won't become aggressive.
Steps to reproduce
1 - Give yourself effect 5 level 100 for 30 seconds
2 - spawn two or more wolves
3 - hit-kill one
4 - Notice that the other wolves do not became agressive
is duplicated by
is duplicated by
Pack of wild Wolves / Pigmen not becoming aggressive at one hit kill
is duplicated by
is duplicated by
is duplicated by
Pack of wild Wolves / Pigmen / Silverfish not becoming aggressive at one hit kill
is duplicated by
is duplicated by
is duplicated by
is duplicated by
If you manage to one hit kill an untamed wolf by any means, other wild wolves around you won't become aggressive.
Steps to reproduce
1 - Give yourself effect 5 level 100 for 30 seconds
2 - spawn two or more wolves
3 - hit-kill one
4 - Notice that the other wolves do not became agressive
Code analysis:
If you manage to one hit kill an untamed wolf by any means, other wild wolves around you won't become aggressive.
Steps to reproduce
1 - Give yourself effect 5 level 100 for 30 seconds
2 - spawn two or more wolves
3 - hit-kill one
4 - Notice that the other wolves do not became agressive
Code analysis:
If you manage to one hit kill an untamed wolf by any means, other wild wolves around you won't become aggressive.
Steps to reproduce
1 - Give yourself effect 5 level 100 for 30 seconds
2 - spawn two or more wolves
3 - hit-kill one
4 - Notice that the other wolves do not became agressive
If you manage to one hit kill an untamed wolf by any means, other wild wolves around you won't become aggressive.
Steps to reproduce
1 - Give yourself effect 5 level 100 for 30 seconds
2 - spawn two or more wolves
3 - hit-kill one
4 - Notice that the other wolves do not became agressive
If you manage to one hit kill an untamed wolf by any means, other wild wolves around you won't become aggressive.
Steps to reproduce
1 - Give yourself effect 5 level 100 for 30 seconds
2 - spawn two or more wolves
3 - hit-kill one
4 - Notice that the other wolves do not became agressive
Code analysis by Marcono1234 can be found in this comment.
If you manage to one hit kill an untamed wolf by any means, other wild wolves around you won't become aggressive.
Steps to reproduce
1 - Give yourself effect 5 level 100 for 30 seconds
2 - spawn two or more wolves
3 - hit-kill one
4 - Notice that the other wolves do not became aggressive
Code analysis by Marcono1234 can be found in this comment.
is duplicated by
is duplicated by
Confirmed for 1.13-pre4
Confirmed for 1.13-pre3
Confirmed for 18w22c
Affects 1.13-pre1
Still in 1.13-pre2
Issue is still present in 18w16a
Mac OS X 10.7.4, latest release of Java
If you manage to one hit kill an untamed wolf by any means, other wild wolves around you won't become aggressive.
Steps to reproduce
1 - Give yourself effect 5 level 100 for 30 seconds
2 - spawn two or more wolves
3 - hit-kill one
4 - Notice that the other wolves do not became aggressive
Code analysis by Marcono1234 can be found in this comment.
The bug
If you manage to one hit kill an untamed wolf by any means, other wild wolves around you won't become aggressive.
How to reproduce
- Give yourself effect 5 level 100 for 30 seconds
- Spawn two or more wolves
- Hit-kill one
→ Notice that the other wolves do not became aggressiveCode analysis
Code analysis by Marcono1234 can be found in this comment.
The bug
If you manage to one hit kill an untamed wolf by any means, other wild wolves around you won't become aggressive.
How to reproduce
- Give yourself effect 5 level 100 for 30 seconds
- Spawn two or more wolves
Hit-kill one
→ Notice that the other wolves do not became aggressiveCode analysis
Code analysis by Marcono1234 can be found in this comment.
The bug
If you manage to one hit kill an untamed wolf by any means, other wild wolves around you won't become aggressive.
How to reproduce
- Give yourself effect 5 level 100 for 30 seconds
- Spawn two or more wolves
- One-hit kill one
→ Notice that the other wolves do not became aggressiveCode analysis
Code analysis by Marcono1234 can be found in this comment.
The bug
If you manage to one hit kill an untamed wolf by any means, other wild wolves around you won't become aggressive.
How to reproduce
- Give yourself effect 5 level 100 for 30 seconds
- Spawn two or more wolves
- One-hit kill one
→ Notice that the other wolves do not became aggressiveCode analysis
Code analysis by Marcono1234 can be found in this comment.
The bug
If you manage to one hit kill an untamed wolf by any means, other wild wolves around you won't become aggressive.
How to reproduce
- Give yourself effect 5 level 100 for 30 seconds
- Spawn two or more wolves
- One-hit kill one
→ Notice that the other wolves do not become aggressiveCode analysis
Code analysis by Marcono1234 can be found in this comment.
is duplicated by
Pack of wild Wolves / Pigmen / Silverfish / Bees not becoming aggressive at one hit kill
is duplicated by
relates to
relates to
is duplicated by
Pack of wild Wolves /Pigmen/ Silverfish / Bees not becoming aggressive at one hit killPack of wild Wolves / Zombified piglins / Silverfish / Bees not becoming aggressive at one hit kill
is duplicated by
is duplicated by
is duplicated by
is duplicated by
is duplicated by
is duplicated by
is duplicated by
This ticket was closed because they did not had a clear description: MC-2432 so, i made another ticket
Steps to reproduce:
1 - Give yourself effect 5 level 100 for 30 seconds
2 - spawn two or more wolves
3 - hit-kill one
4 - ????
6 - Notice that the other wolves do not became agressive
7 - Sorry for my bad english, i'm brazilian
8 - Notice that step 5 is missing
In any case it has been like this since I first started playing Minecraft (1.2.5). I am unable to find a related bug report so far, so we may have to check with the developers (though this is rather similar to MC-2432).
Dupe of MC-2432.
This is a duplicate of MC-2432.
I was testing MC-2432 and I spawned a bunch of zombie pigmen. I 1-hit KO'd one of them but the sword "swipe" attack meant that I hurt a few other pigmen without killing them. They got angry towards me, and they hit me and the game immediantely crashed.
This doesn't seem to happen with any other mob.
---- Minecraft Crash Report ---- // Everything's going to plan. No, really, that was supposed to happen. Time: 10/08/16 10:35 AM Description: Ticking entity java.lang.NullPointerException: Ticking entity at zo.B(SourceFile:125) at aaa.B(SourceFile:263) at ug.a(SourceFile:121) at ug.e(SourceFile:113) at vh.e(SourceFile:28) at tz.a(SourceFile:129) at so.cr(SourceFile:642) at sn.n(SourceFile:1793) at so.n(SourceFile:495) at zo.n(SourceFile:41) at aaa.n(SourceFile:213) at sn.m(SourceFile:1655) at so.m(SourceFile:278) at zo.m(SourceFile:46) at zp.m(SourceFile:69) at aiu.a(SourceFile:1526) at lu.a(SourceFile:716) at aiu.g(SourceFile:1504) at aiu.k(SourceFile:1387) at lu.k(SourceFile:549) at net.minecraft.server.MinecraftServer.D(SourceFile:627) at net.minecraft.server.MinecraftServer.C(SourceFile:555) at caj.C(SourceFile:154) at net.minecraft.server.MinecraftServer.run(SourceFile:459) at java.lang.Thread.run(Thread.java:745) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Thread: Server thread Stacktrace: at zo.B(SourceFile:125) at aaa.B(SourceFile:263) at ug.a(SourceFile:121) at ug.e(SourceFile:113) at vh.e(SourceFile:28) at tz.a(SourceFile:129) at so.cr(SourceFile:642) at sn.n(SourceFile:1793) at so.n(SourceFile:495) at zo.n(SourceFile:41) at aaa.n(SourceFile:213) at sn.m(SourceFile:1655) at so.m(SourceFile:278) at zo.m(SourceFile:46) at zp.m(SourceFile:69) at aiu.a(SourceFile:1526) at lu.a(SourceFile:716) at aiu.g(SourceFile:1504) -- Entity being ticked -- Details: Entity Type: minecraft:zombie_pigman (zp) Entity ID: 1 Entity Name: Zombie Pigman Entity's Exact location: 24319.30, 64.00, 6.70 Entity's Block location: World: (24319,64,6), Chunk: (at 15,4,6 in 1519,0; contains blocks 24304,0,0 to 24319,255,15), Region: (47,0; contains chunks 1504,0 to 1535,31, blocks 24064,0,0 to 24575,255,511) Entity's Momentum: 0.00, -0.08, 0.00 Entity's Passengers: [] Entity's Vehicle: ~~ERROR~~ NullPointerException: null Stacktrace: at aiu.k(SourceFile:1387) at lu.k(SourceFile:549) -- Affected level -- Details: Level name: Bug Testing v2.0 All players: 1 total; [lw['__null'/0, l='Bug Testing v2.0', x=24318.29, y=64.50, z=6.48]] Chunk stats: ServerChunkCache: 1714 Drop: 0 Level seed: -4496926694366351498 Level generator: ID 01 - flat, ver 0. Features enabled: true Level generator options: 3;minecraft:bedrock,63*minecraft:quartz_block;2; Level spawn location: World: (0,64,0), Chunk: (at 0,4,0 in 0,0; contains blocks 0,0,0 to 15,255,15), Region: (0,0; contains chunks 0,0 to 31,31, blocks 0,0,0 to 511,255,511) Level time: 173827 game time, 18000 day time Level dimension: 0 Level storage version: 0x04ABD - Anvil Level weather: Rain time: 1 (now: false), thunder time: 1 (now: false) Level game mode: Game mode: creative (ID 1). Hardcore: false. Cheats: true Stacktrace: at net.minecraft.server.MinecraftServer.D(SourceFile:627) at net.minecraft.server.MinecraftServer.C(SourceFile:555) at caj.C(SourceFile:154) at net.minecraft.server.MinecraftServer.run(SourceFile:459) at java.lang.Thread.run(Thread.java:745) -- System Details -- Details: Minecraft Version: 16w32a Operating System: Mac OS X (x86_64) version 10.11.6 Java Version: 1.8.0_74, Oracle Corporation Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation Memory: 1387600720 bytes (1323 MB) / 2058354688 bytes (1963 MB) up to 2058354688 bytes (1963 MB) JVM Flags: 2 total; -Xms2G -Xmx2G IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0 Profiler Position: N/A (disabled) Player Count: 1 / 8; [lw['__null'/0, l='Bug Testing v2.0', x=24318.29, y=64.50, z=6.48]] Type: Integrated Server (map_client.txt) Is Modded: Probably not. Jar signature remains and both client + server brands are untouched.
Thank you for your report!
However, this issue is a Duplicate of MC-2432.
It has been linked to this report. If you have additional information, please add it to that report.
Please search before reporting, as it's likely that one exists already.
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Thank you for your report!
However, this issue is a Duplicate of MC-2432.
It has been linked to this report. If you have additional information, please add it to that report.
Please search before reporting, as it's likely that one exists already.
Quick Links:
📓 Issue Guidelines – 💬 Community Support – 📧 Customer Support – 📖 Game Wiki
Thank you for your report!
However, this issue is a Duplicate of MC-2432.
If you have additional information, please add it to that report.
Please search before reporting, as it's likely that one exists already.
Quick Links:
📓 Issue Guidelines – 💬 Community Support – 📧 Customer Support – 📖 Game Wiki
The actual issue here is that bees don't get angry when one-shot: MC-2432
If the vindicator doesn't kill them in one hit, they do get angry.
The non-aggression behavior is a bug in java edition – MC-2432
Confirmed in 1.14.60. When you kill a zombie pigman in 1 shot, other zombie pigmen nearby will aggro.
Some history: according to MCPE-31168 zombie pigmen should not call others if you kill them with in 1 hit. However, according to MCPE-23041, in an earlier version they did call others when killed with 1 hit. That report is marked "fixed," but it is noted in a comment that the behavior may not be intended, as MC-2432 is still open for Java Edition.
Since this has been fixed and was apparently unintended is MC-2432 supposed to be working as intended as well?
Since MC-2432 has been resolved Working As Intended, this issue should be fixed for parity.
Thank you for your report!
We're tracking this issue as MC-2432, 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.
If you haven't already, you might like to make use of the search feature in the future to see if the issue has already been reported.
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WAI MC-2432
this is inconsistent with the behaviour in java edition where one-hit kill does not aggro other zombified piglins - as you can see MC-2432 is working as intended so this is considered a bug/parity issue.
Thank you for your report!
However, we are already tracking this issue, and this report is a Duplicate of MC-2432, which has been marked as Works as Intended - this is an intentional game feature. If you have a different opinion, please visit the Feedback website.
Please use the search function in the future to prevent duplicate reports.
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Hey there!
This looks to be a duplicate of MC-2432 which was later resolved as "Works As Intended".
Thank you for your report!
We're tracking this issue in MC-2432, 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.
If you haven't already, you might like to make use of the search feature to see if the issue has already been mentioned.
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Duplicate of MC-2432
Since MC-2432 was resolved Working As Intended, the fix for this bug was correct. However, the problem reverted some time ago and is still in the game as of 1.17.10. It is now tracked at MCPE-68327.
Duplicates MC-2432 Resolved as "Works As Intended"
Thank you for your report!
We're tracking this issue in MC-2432, 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.
If you haven't already, you might like to make use of the search feature to see if the issue has already been mentioned.
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– I am a bot. This action was performed automatically! The ticket was resolved by one of our moderators, and I left this message to give more information to you.
It is intended for mobs to not retaliate after goat attacks, but whenever a goat attacks an entity, the game will threat this as "one-hit kill", even though the target is still alive. This is similar to MC-2432, but the target is still alive. This is causing weird stuff like piglin, piglin brute and hoglin goat attack thing (see MC-227625).
I cannot reproduce this behavior. As a result of MC-2432 (which is working as intended), if an entity were to kill a given entity with a singular blow, nearby entities of the same kind would not be aggressive towards the killer, and this is intentional. Since wardens can one-shot zombified piglins and bees, nearby entities of the same kind will not become aggressive to the warden.
If you were to give the zombified piglins and/or bees additional health to resist a singular attack from the warden, you'd notice that the given entities turn aggressive towards it.
I believe this ticket is a duplicate of MC-250111 which was later resolved as "Cannot Reproduce". As a result of MC-2432 (which is working as intended), if an entity were to kill a given entity with a singular blow, nearby entities of the same kind would not be aggressive towards the killer, and this is intentional. Since wardens can one-shot zombified piglins and bees, nearby entities of the same kind will not become aggressive to the warden.
If you were to give the zombified piglins and/or bees additional health to resist a singular attack from the warden, you'd notice that the given entities turn aggressive towards it.
I believe this ticket is a duplicate of MC-250111 which was later resolved as "Cannot Reproduce". As a result of MC-2432 (which is working as intended), if an entity were to kill a given entity with a singular blow, nearby entities of the same kind would not be aggressive towards the killer, and this is intentional. Since wardens can one-shot zombified piglins and bees, nearby entities of the same kind will not become aggressive to the warden.
If you were to give the zombified piglins and/or bees additional health to resist a singular attack from the warden, you'd notice that the given entities turn aggressive towards it.
If any entity kills a zombified piglin in one hit, the other zombified piglins do not become aggressive, which is intended (MC-2432).
Thank you for your report!
We're tracking this issue in MC-2432, 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.
If you haven't already, you might like to make use of the search feature to see if the issue has already been mentioned.
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Thank you for your report!
We're tracking this issue in MC-2432, 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.
If you haven't already, you might like to make use of the search feature to see if the issue has already been mentioned.
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Normally, if you kill zombified piglins in one hit they won't get mad at you because they can't call on the others nearby. However, if the zombified piglin who was killed in one hit spawns a reinforcement as it dies, it will be angry at you and anger all the other piglins nearby. This is counterintuitive and makes killing them in 1 hit pointless if it can just anger them anyway, even if indirectly. Note that this behaviour happens even in creative mode (MC-64087).
This was not the case before 1.21.2 because zombified piglins could not spawn reinforcement zombified piglins.
Steps to repproduce:
- Set your difficulty to hard
- Kill zombified piglins in one hit with a Smite V netherite axe.
- A reinforcement spawns and gets angry at you. Depending on the local difficulty this can happen either instantly or in dozens of zombified piglins.
- All the other piglins also get angry at you.
Observed results
When a zombified piglin reinforcement is spawned, it angers all zombified piglins nearby on you, even if you killed the caller in one hit.
Expected results
Zombified piglins wouldn't get angry at you for killing them in one hit per MC-2432 being resolved as Intended.
Really?
I don't have the time right now, but I will try that out tomorrow.
This is intended, this is also the case for zombie pigmen.
Please provice game mode and difficulty
Works as it should in my opinion
They get aggressive towards the thing you hit, if you kill it .. they are happy.
This seems a bit off...
You still harmed the wolf. They should all become aggressive if a member of the pack is harmed.
Xavier is right, this shouldn't be how it works. I would be more angry if my friend died before my eyes than if my friend was just punched.
It should be clarified that this is about wild wolves, not tamed wolves. From Grum's comment, it looks like he thought this was about your tamed wolves not becoming angry at something you hit and kill, rather than wild wolves not becoming angry at you for killing their packmates.
Above comment is correct.
This is not about tamed wolves, it is about wild wolves. I will add this to the description.
so... someone need to change it to confirmed, right?
Not only that, it needs to be reopened, since the issue described now is different from what it appeared to be when it was marked "Works as Intended".
However, it may be necessary to create a new ticket, with a clearer description.
done:
MC-18155Reopened, copied the description of
MC-18155to here.Confirmed.
Other Zombie pigmen aggro when one-hit-killing another.
Is this still a concern in the current Minecraft version 1.6.4 / Launcher version 1.2.5 ? If so, please update the affected versions in order to best aid Mojang ensuring bugs are still valid in the latest releases/pre-releases.
This issue has apparently come back in the latest snapshot?
No, see the top of the ticket:
This was not an issue in more recent versions as I have been attacked even though I killed the pigman in one hit. I still need to test this, but I would assume this would coincide with pigmen getting the zombie AI.
Yes, probably. This ticket was extended from "Wolves" to "Wolves / Pigmen" with 14w06b
I can confirm this on latest 14w25b (shot with Power 5 Bow)
Apparently this is confirmed for 14w30c based on my testers.
Confirmed for 14w31a
Confirmed For 1.8 D:
Not sure if this is an issue but when you kill silverfish in one hit, monster eggs won't break open.
Some people kind of like this, it's helpful with getting rid of annoying pigmen that get in the way, however I can see how this could be considered op, thoughts?
Works As Intended, its a feature.
The Papa source?
Confirmed for 1.10.2.
Is the general theory that the pigmen are intelligent enough to see that one of them was killed even though they are zombies? Or that the hit pigman does a kind of shout or sending out pheromones or whatever to alarm the other pigmen?
Example: There are trees (in real life) that alarm other trees with pheromones if a giraffe eats from it. But it wouldn't alarm the other trees if you would blow it up.
Please link to this comment in the description
The following is based on a decompiled version of Minecraft 1.10 using MCP 9.30.
The reason for this is that the method net.minecraft.server.MinecraftServer.updateTimeLightAndEntities() first handles packets. This means that the health but also the AI target is set first. It is important to know that this causes does not cause the mob to direct call for help. After that the mob is updated. The problem is that the method net.minecraft.entity.EntityLivingBase.onLivingUpdate() which calls the method net.minecraft.entity.EntityLivingBase.isMovementBlocked() which tests if the Health of the mob is equal to or lower than 0. If this is not the case AI tasks are updated. Even if this would be changed, which might cause problems with other AIs, a different problem would be that the AI task net.minecraft.entity.monster.EntityPigZombie.AIHurtByAggressor only runs every 3 ticks.
This mentions bees but is not in the current snapshot versions. Confirmed for 19w35a
Confirmed for 19w37a
Can confirm for 19w39a
In 19w40a
In 19w42a
In 1.15 Pre-1
Still in 20w09a for Wolves, Pigmen (Now Zombified Piglins), Bees, and Silverfish. HOWEVER, this does not apply to Piglin. If you're wearing gold armor and one-shot a Piglin, the others around it will become hostile.
In 20w10a
In 20w11a
In 20w12a
In 20w18a
99% sure this is intended. If not, this would be one of the most commonly known about bugs.
Since
MC-167195was fixed doesn't that meanMC-2432is working as intended?Baldwin Roosevelt:
MC-167195was not about the bee alerting others, but rather about a bee getting angry while already being "dead".Thus it doesn't indicate anything for this issue.
We shouldn't make assumptions. If this is intended, a developer is going to close this at some point.