Mobs are unable to cross minecart rails
I was exploring an underground mineshaft, when I noticed zombies in the shaft ahead. The closest one was standing in between the fence supports and was looking at me, but was not moving. In front of him were several rails. I tried moving side to side, to see if he would follow, but he simply stood there. He only started moving after I destroyed the rail. Later on, in another section, two zombies and a creeper were blocked by the rail, and walked around it as if it were a fence blocking the way. Spiders were partially affected, though jumping on it they would pause and begin acting as if under full sunlight for a moment before attempting to attack again. Mineshaft was located in Swampland biome.
Environment
Windows 7
Linked Issues
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Created Issue:
Hostile Mobs unable to cross minecart rails
I was exploring an underground mineshaft, when I noticed zombies in the shaft ahead. The closest one was standing in between the fence supports and was looking at me, but was not moving. In front of him were several rails. I tried moving side to side, to see if he would follow, but he simply stood there. He only started moving after I destroyed the rail. Later on, in another section, two zombies and a creeper were blocked by the rail, and walked around it as if it were a fence blocking the way. Spiders were partially affected, though jumping on it they would pause and begin acting as if under full sunlight for a moment before attempting to attack again. Mineshaft was located in Swampland biome.
Environment
Windows 7
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HostileMobs unable to cross minecart railsMobs are unable to cross minecart rails
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This issue duplicates MC-33359.
The general pathing behavior prevents mobs from crossing rails. However, if a solid block is next to the rails, mobs can path over the rails via the adjacent block, dropping down onto the rails from the adjacent block. I've tested with solid blocks such as full blocks, bottom-half slabs, and daylight sensors (though 4 layers of snow doesn't seem to work).
This probably contributes to the difficulties with sending a mob in a minecart up a suspended, sloped track. Given that the mob currently tries to control the minecart, the only blocks acceptable to its pathing algorithm would be back down the slope (from a higher y level onto tracks at a lower y level).
Note that MC-33359 (related) has been marked as WAI.
Thank you for your report!
However, this issue is Working as Intended.
As per MC-33359, mobs avoid pathfinding through rails to prevent stopping minecarts; this is an intentional behavior.
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Not a duplicate of MC-33359 for 2 reasons:
- This report is about mobs getting stuck on carpets, not rails.
- This bug is not in 1.12.2 but is in 1.13-pre2.
If you look at MC-120599, Pokechu22's comment it says "mobs avoid pathfinding through rails to prevent stopping minecarts; this is an intentional behaviour."
MC-33359 Is about rails they are no mention of carpets at all. Like I have said this bug is in 1.13-pre2 but not in 1.12.2 and If it was a duplicate Neko would not change the Confirmation Status to confirmed.
EDIT: This bug started in Minecraft 18w22a probably because of the fix for MC-122455.
Duplicate of MC-33359
Duplicate of MC-33359. Please note that bug reports are only accepted in English.
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We're actually already tracking this issue at MC-33359, so we will resolve and link this ticket as a Duplicate.
This issue is actually working as intended by the game designers.
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Duplicate of MC-33359. This is intended.
Indeed working as intended, see MC-33359.
Thank you for your report!
We're actually already tracking this issue in MC-33359, so I resolved and linked this ticket as a duplicate.
However, that ticket has already been resolved. That means that 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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Thank you for your report!
We're actually already tracking this issue in MC-33359, so I resolved and linked this ticket as a duplicate.
However, that ticket has already been resolved. That means that 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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Thank you for your report!
We're tracking this issue as MC-33359, 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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Thank you for your report!
We're tracking this issue as MC-33359, 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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Thank you for your report!
However, we are already tracking this issue, and this report is a Duplicate of MC-33359, 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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Thank you for your report!
However, we are already tracking this issue, and this report is a Duplicate of MC-33359, 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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Duplicate of MC-33359 which is marked as Works as Intended
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We're tracking this issue as MC-33359, 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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Hi, this is a duplicate of MC-33359 which resolves the issue as Works As Intended.
Thank you for your report!
However, we are already tracking this issue, and this report is a Duplicate of MC-33359, 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.
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Thank you for your report!
We're tracking this issue in MC-33359, so this ticket is being resolved and linked as a duplicate.
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Maybe MC-33359
Duplicate of MC-33359, which is resolved as works as intended.
its MC-33359
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This isn't actually an issue with the floating gravel. Mobs will just not pathfind over rails and that is the reason why you are experiencing this problem. With that being said, this ticket is a duplicate of MC-33359, which was later resolved as "Works As Intended".
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Thank you for your report!
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Duplicates MC-33359
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Related MC-33359
Duplicate of MC-33359, resolved as "Works As Intended".
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Wardens cannot pass through the rails, which causes the player to be able to jam them by creating a square of rails around them, allowing an easy way to kill them. This happens similarly with other entities, but due to the behavior of the new entity this may be a bug.
In due with MC-33359, this should be WAI to other entities, but with wardens needs a special revision, specially because this entity are not planned to be killed by players.
Steps to reproduce:
- Place rails in the border of a 11x11 area (Like in the first image)
- Place a sculk shrieker in the middle
- Activate the sculk shrieker three times to spawn a warden (you can use a lever, step over them or placing a nearby sculk sensor an being detected by it)
- Set your gamemode in survival or adventure an provocate vibrations outside the rails to provocate the warden (Make sure it is not close enough to kill you)
- See the warden can't pass over the rails, so they can be killed very easy
Expected behavior:
Wardens may pass the rails to kill the player
Observed behavior:
Wardens cannot pass the rails, so they can get stuck easily
This also can be get spawning a warden with spawn egg or summon, but the only way to generate naturally is from sculk shriekers. This causes more cheeseable situations for the warden, even in survival mode.
Duplicate of MC-33359 which was later resolved as "Works As Intended".
Mobs aren't supposed to be able to pathfind over rails (MC-33359 WAI by Dinnerbone, so I think so they don't interfere with minecarts but I'm not sure), so they will walk around them, but in this case frogs will just jump over them as if they are a full block, which will sometimes cause the frogs to land on the rails
Observed result
Frogs jump over rails and land on them ![]()
Expected result
Frogs don't try to jump over rails (as other mobs don't try to jump over rails) ![]()
Steps to reproduce
- Spawn a bunch of frogs in
- Place a bunch of rails near the frogs
- Notice the frogs won't pathfind naturally over the rails

- Notice the frogs sometimes jump over the rails, and will occasionally land on the rails.

In this situation the villager pathfinds to the lectern and goes over rails in the process even though it is possible to avoid all rails with the only exception being the rail he is already standing on.
This behavior was confusing for me when trying to prevent villagers from pathfinding to barrels i used for storage. I thought blocking off the path with rails would be enough but villagers in minecarts just ignore rails.
Steps to Reproduce:
Expected Result:
Because there is a one block gap between the rails, the villager would still pathfind around the rain line instead of over it.
Observed Behavior:
The villager walks off the singular rail, and then pathfinds over the rail line to get to the work station.
Screenshots/Videos:
Notes:
Villagers (entities) not pathfinding over rails is WAI per MC-33359.
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Thank you for your report!
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http://minecraft.gamepedia.com/Rails
So, if I hit the mob, it bounces back, attempting to pursue me, and stops right on the rail, it isn't pursuing me?
Reopened.
it is still bugged in 1.7.2. i realised that i can attack zombie pigmen this way easily, making a gold farm.
I don't get this, on one hand I always bump in to zombie pigmen when I use minecarts in the nether eventhough they have enough space to move away, on the other hand, rails are effective at keeping mobs out of a perimeter. I need to do some testing.
Guys, this needs to be reopened. I am using version 1.11. I can confirm hostile mobs are not crossing rails, ever as far as I can tell. They chase me and then stop like they are walls. But they still can see me. I can hit them too and they still will not cross the rails. This applies to all mobs I have seen so far, zombies, creepers, skelektons
I concur with Adam, IT LIVES. Hostile mobs or passive mobs (unless they have a more unique form of moving I imagine, like spiders) simply cannot cross any type of rails whether they be trying to attack, follow the food goody, or by will.
I've attempted zombies, creepers, spiders, vindicators, cows, and pigs, but this bug likely afflicts just about any AI that walks normally. I am in 1.11.
This ticket was resolved not because the behavior doesn't occur, but rather because it is intentional. If you look in the history, Dinnerbone resolved it as intended. This bug tracker exists so that Mojang can keep track of what issues they want to deal with, and they have decided that this is not an issue, so it is irrelevant whether the behavior still exists in 1.11.
What I read was the intended behavior is to not cross rails UNLESS a mob is chasing you. This is not the case. They never cross the rails. BTW, I know why this bug tracker exists.
Dinnerbone resolved it as WAI after the comment "So, if I hit the mob, it bounces back, attempting to pursue me, and stops right on the rail, it isn't pursuing me?" I take this to mean that Dinnerbone most likely saw the comment and thought that mobs stopping on rails while pursuing players was also intended.
The problem is that mojang added a fix to something that wasn't broken in the first place, and that's why this is marked as WAI. People will have better luck with suggesting the removal of this "fix" elsewhere rather than reporting it as a bug. I'm at a loss as to why this was done in the first place. Just mojang carrying clueless/careless players through the game I guess. How hard is it to build walls around a rail system to keep out mobs? It's bad coding practice to force a feature when other options are open to the player. If a mob gets in the way of a rail system, then the fault lies with the player, not the coding of the game.
@Aaron Rhodes I don't understand what your point is
His point is that it is the players to bring mobs to rail systems rather than the games fault to let the mobs not pass
According to me this doesn't makes any sense, because rail systems are naturrally generated in mineshafts, so players have no other choice than attacking them at the rail system. Also when players get attacked by mobs on their rail system, they have no other choice than fighting them there.