Warden continues to roar when angered by an ignited creeper
When a player spawned warden either through commands or eggs (not sure if there is a difference between natural and artificial) is damaged by an exploding creeper it continues to roar constantly until it takes notice of another entity.
Linked Issues
is duplicated by2
relates to7
Created Issue:
22w15a Creeper Detonated by player warden anger glitch
When a player spawned warden either through commands or eggs (not sure if there is a difference between natural and artificial) is damaged by an exploding creeper it continues to roar constantly until it takes notice of another entity.
Environment
Newest Operating system for Mac. Launcher up to date.
Newest Operating system for Mac. Launcher up to date.
relates to
22w15a Creeper Detonated by player warden anger glitchWarden indefinitely roars when angered by an ignited creeper
Wardenindefinitelyroarswhen angered by an ignited creeperWarden continues to roar when angered by an ignited creeper
It seems the main issue regarding all these related reports is that the warden is trying to kill something that is no longer there. I'm thinking that the warden should retain its anger value towards the target but still roam around if that target is no longer there. Then when that target loads back in, the warden will roar and try to kill the target again.
relates to
is duplicated by
is duplicated by
relates to
This relates to MC-250218, MC-250216, MC-250183, and MC-250198.
The bug:
In a multiplayer server or LAN, if a warden's target disconnects from the server it will continue to roar until that target's anger value goes below 80.
Steps to reproduce: (You don't need to create a scoreboard to see the anger value, but it can be useful visually seeing it)
- Join a multiplayer server or host one. I used Open to LAN for my testing.
- Create a scoreboard with the commands below
/scoreboard objectives add WardenAnger dummy
/scoreboard objectives setdisplay sidebar WardenAnger - Inside of a repeating command block that is always active, enter this command.
execute as @e[type=minecraft:warden,limit=1] at @s store result score AngerLevel WardenAnger run data get entity @s anger.suspects[0].anger - Have one person observe and another person anger the warden.
- Once the warden's anger value towards a player goes above 80, (this is when the warden roars), have that player disconnect
Observed results:
- The warden will roar until the anger value of the player goes below 80.
Expected results:
- The Warden will retain it's anger value towards the disconnected player and proceed to search for more suspects.
- If a player that angered the warden disconnects and rejoins later, the warden will proceed to chase and try to kill that player.
This relates to MC-250218, MC-250207, MC-250183, and MC-250198.
The bug:
If the warden is angered by a target and the chunk that target is in gets unloaded, the warden will roar continuously until that targets anger value goes below 80.
Steps to reproduce: (You don't need to create a scoreboard to see the anger value, but it can be useful visually seeing it)
- Create a scoreboard with the commands below
/scoreboard objectives add WardenAnger dummy /scoreboard objectives setdisplay sidebar WardenAnger
- Inside of a repeating command block that is always active, enter this command.
execute as @e[type=minecraft:warden,limit=1] at @s store result score AngerLevel WardenAnger run data get entity @s anger.suspects[0].anger
- Summon in a creeper with the command below (This creeper can't despawn so it's not producing the bug seen in
MC-250218)/summon creeper ~ ~ ~ {CustomNameVisible:1b,PersistenceRequired:1b,CustomName:'{"text":"Gary"}'} - Spawn in a warden
- Once the warden's anger value towards Gary goes above 80, (this is when the warden roars), use the command below
/tp @e[name=Gary,type=creeper] ~ ~100 ~500
Observed result:
- The warden will roar continuously until the wardens anger value towards the creeper goes below 80
Expected results:
- The warden will retain the creepers anger value, but proceed to roam and look for other suspects.
- If the chunks that creeper was in were to be loaded, the warden would proceed to chase and try to kill the target.
This relates to MC-250216, MC-250207, MC-250183, and MC-250198.
The bug:
If the warden is angered by a target and that mob despawns, the warden will continue to roar at the target until the anger value towards the target goes below 80.
Steps to reproduce: (You don't need to create a scoreboard to see the anger value, but it can be useful visually seeing it)
- Create a scoreboard with the commands below
/scoreboard objectives add WardenAnger dummy /scoreboard objectives setdisplay sidebar WardenAnger
- Inside of a repeating command block that is always active, enter this command.
execute as @e[type=minecraft:warden,limit=1] at @s store result score AngerLevel WardenAnger run data get entity @s anger.suspects[0].anger
- Fly high enough to where two 1 block platforms, one with a warden and one with a creeper can be placed without obstruction using the commands below.
/fill ~ ~-4 ~ ~ ~-4 ~ stone /fill ~10 ~-4 ~ ~10 ~-4 ~ stone /summon minecraft:warden ~ ~-3 ~ {anger:{suspects:[{uuid:[1,1,1,1],anger:150}]},PersistenceRequired:1b,Brain:{memories:{"minecraft:dig_cooldown":{value: {}, ttl: 1200L}}}} /summon creeper ~10 ~4 ~ {UUID:[I;1,1,1,1]}
- Once the warden's roars use the commands below
/tp @s ~-128 ~ ~ -90 20
/tp @s ~120 ~ ~5 -110 20
The creeper should have despawned.
Observed result:
The warden will roar continuously until the wardens anger value towards the despawned creeper goes below 80
Expected result:
The creeper no longer exists. The warden shouldn't try to kill something that doesn't exist.
This is related and the same issue already reported as MC-250183. Only change is the way the Warden is triggered
Thank you for your report!
We're tracking this issue in MC-250183 and MC-250218, so this ticket is being resolved and linked as a duplicate.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
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-250183
Thank you for your report!
We're tracking this issue in MC-250183, so this ticket is being resolved and linked as a duplicate.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
If you haven't already, you might like to make use of the search feature to see if the issue has already been mentioned.
Quick Links:
📓 Bug Tracker Guidelines – 💬 Community Support – 📧 Mojang Support
📓 Project Summary – ✍️ Feedback and Suggestions – 📖 Game Wiki
– 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.

Can confirm.
This is a case of
MC-250198.Can confirm. This also relates to
MC-250207.Also, the warden doesn't indefinitely roar at the exploded creeper. It will roar until it's anger value towards the exploded creeper goes below 80. You can see this anger value easily by doing these steps
Inside of a repeating command block that is always active, enter this command.
Thanks, This is helpful. Though the Warden should recognize that the creeper is dead.
It seems the main issue regarding all these related reports is that the warden is trying to kill something that is no longer there. I'm thinking that the warden should retain its anger value towards the target but still roam around if that target is no longer there. Then when that target loads back in, the warden will try to kill the target again.
Confirmed in 22w17a.
Steps to replicate:
1. Get a creeper to pursue you near the warden, close enough that the warden will track the vibrations of the creeper walking.
2. Continue to lure the creeper toward you until the warden finally knows where the creeper is and begins its angry/roar animation sequence.
3. Immediately get the creeper to explode as the warden is still in or finishing up its roar sequence.
The warden will be stuck in a loop playing out its roar animation.
I was able to walk and jump around the warden within 10 blocks of it, causing lots of vibrations that it could sense, but it continued its loop several more times before it finally had enough and took me out.
warden-roar-loop.mp4