Warden's dig cooldown unconditionally resets on sniff
When a warden attempts to sniff out a target, its dig cool-down timer will reset, regardless if its anger increases or not.
In a normal survival scenario, this results in the warden not despawning even if a player is taking the intended steps to avoid being detected.
Reproduction:
- Load a new creative world.
- Spawn a single warden.
- Switch to survival mode
- Allow the warden to sniff the player out, but keep at a distance such that it does not get angry at the player.
- Run the following command twice: once before the warden finishes its sniff animation, and once after it has found a target:
/data get entity @e[type=minecraft:warden,limit=1] Brain.memories.minecraft:dig_cooldown.ttl
**
Expected Result:
The warden's dig cool-down will continue to count down if the warden was not angered after sniffing a target.
Observed Result:
The warden's dig cool-down resets even if it was not angered by sniffing a target.
Attachments:
- Video observing the behavior, following the reproduction steps listed above (warden_sniff_behavior.mp4).
- World download for quickly testing the behavior (WardenBugTest.zip).
Created Issue:
Warden dig cooldown unconditionally resets on sniff
Description:
When a warden attempts to sniff out a target, its dig cool-down timer will reset, regardless if its anger increases or not.
In a normal survival scenario, this results in the warden not despawning even if a player is taking the intended steps to avoid being detected.
Reproduction:
- Load a new creative world.
- Spawn a single warden.
- Switch to survival mode
- Allow the warden to sniff the player out, but keep at a distance such that it does not get angry at the player.
- Run the following command twice: once before the warden finishes its sniff animation, and once after it has found a target:
/data get entity @e[type=minecraft:warden,limit=1] Brain.memories.minecraft:dig_cooldown.ttlExpected Result:
The warden's dig cool-down will continue to count down if the warden was not angered after sniffing a target.
Observed Result:
The warden's dig cool-down resets even if it was not angered by sniffing a target.
Attachments:
- Video observing the behavior, following the reproduction steps listed above (warden_sniff_behavior.mp4).
- World download for quickly testing the behavior (WardenBugTest.zip).
Environment
Linux (EndeavourOS), Java 17
Description:
When a warden attempts to sniff out a target, its dig cool-down timer will reset, regardless if its anger increases or not.
In a normal survival scenario, this results in the warden not despawning even if a player is taking the intended steps to avoid being detected.
Reproduction:
- Load a new creative world.
- Spawn a single warden.
- Switch to survival mode
- Allow the warden to sniff the player out, but keep at a distance such that it does not get angry at the player.
- Run the following command twice: once before the warden finishes its sniff animation, and once after it has found a target:
/data get entity @e[type=minecraft:warden,limit=1] Brain.memories.minecraft:dig_cooldown.ttlExpected Result:
The warden's dig cool-down will continue to count down if the warden was not angered after sniffing a target.
Observed Result:
The warden's dig cool-down resets even if it was not angered by sniffing a target.
Attachments:
- Video observing the behavior, following the reproduction steps listed above (warden_sniff_behavior.mp4).
- World download for quickly testing the behavior (WardenBugTest.zip).
Description:
When a warden attempts to sniff out a target, its dig cool-down timer will reset, regardless if its anger increases or not.
In a normal survival scenario, this results in the warden not despawning even if a player is taking the intended steps to avoid being detected.
Reproduction:
- Load a new creative world.
- Spawn a single warden.
- Switch to survival mode
- Allow the warden to sniff the player out, but keep at a distance such that it does not get angry at the player.
- Run the following command twice: once before the warden finishes its sniff animation, and once after it has found a target:
/data get entity @e[type=minecraft:warden,limit=1] Brain.memories.minecraft:dig_cooldown.ttl**
Expected Result:
The warden's dig cool-down will continue to count down if the warden was not angered after sniffing a target.
Observed Result:
The warden's dig cool-down resets even if it was not angered by sniffing a target.
Attachments:
- Video observing the behavior, following the reproduction steps listed above (warden_sniff_behavior.mp4).
- World download for quickly testing the behavior (WardenBugTest.zip).
Warden's dig cooldown unconditionally resets on sniff
Description:
When a warden attempts to sniff out a target, its dig cool-down timer will reset, regardless if its anger increases or not.
In a normal survival scenario, this results in the warden not despawning even if a player is taking the intended steps to avoid being detected.
Reproduction:
- Load a new creative world.
- Spawn a single warden.
- Switch to survival mode
- Allow the warden to sniff the player out, but keep at a distance such that it does not get angry at the player.
- Run the following command twice: once before the warden finishes its sniff animation, and once after it has found a target:
/data get entity @e[type=minecraft:warden,limit=1] Brain.memories.minecraft:dig_cooldown.ttl**
Expected Result:
The warden's dig cool-down will continue to count down if the warden was not angered after sniffing a target.
Observed Result:
The warden's dig cool-down resets even if it was not angered by sniffing a target.
Attachments:
- Video observing the behavior, following the reproduction steps listed above (warden_sniff_behavior.mp4).
- World download for quickly testing the behavior (WardenBugTest.zip).
Linux (EndeavourOS), Java 17
A
Can you still get this to occur in the latest version? If so, some reliable steps to reproduce would be very helpful.
Depending on your situation, this may be a duplicate of MC-249502 which was marked as WAI.
The warden is not despawning because it is agressive towards the hostile mobs, which is very likely expected behavior. While it is not exactly the same as this issue, MC-249502 is resolved as WAI in regards to wardens not despawning when sniffing their target.
The warden has to stop getting angry before it's allowed to despawn. The behavior has been documented multiple times, here's an excerpt from the changelog for the version that added it:
If, however, you keep the Warden from noticing you or getting angry for 60 seconds, it will dig back underground and despawn
Another report which also describes the same behavior (MC-249502) has also been confirmed as intended behavior.
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I noticed this after triggering a Warden for the first time in survival today. Even after I was well out of range (including not getting the blindness effect) and the Warden had gone into "whine" mode for several minutes, it never dug into the ground, presumably because it was still sniffing for me.
Another bug is causing part of their behavior (warden never 'forgets' it had nearby entities, so it keeps infinity sniffing). But this particular behavior is WAI.