Endermen with NoAI still teleport when hit
Endermen with the "NoAI" tag set to 1 will still teleport depending on the action taken against them.
They will not teleport under sunlight, as expected.
They will teleport away if struck by a direct physical attack, but will reappear where they were originally struck.
They will teleport away if a projectile is aimed for them, but will not reappear where they teleported away from.
/summon Enderman ~ ~ ~ {NoAI:1}
EDIT: They no longer appear to teleport from physical damage (please let me know if this isn't the case for 14w32d+), but still does so from projectiles.
Linked Issues
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Created Issue:
Endermen with NoAI still teleport via damage and projectiles
Endermen with the "NoAI" tag set to 1 will still teleport depending on the action taken against them.
They will not teleport under sunlight, as expected.
They will teleport away if struck by a direct physical attack, but will reappear where they were originally struck.
They will teleport away if a projectile is aimed for them, but will not reappear where they teleported away from.
/summon Enderman ~ ~ ~ {NoAI:1}
is duplicated by
Endermen with NoAI still teleport viadamage andprojectiles
Endermen with the "NoAI" tag set to 1 will still teleport depending on the action taken against them.
They will not teleport under sunlight, as expected.
They will teleport away if struck by a direct physical attack, but will reappear where they were originally struck.
They will teleport away if a projectile is aimed for them, but will not reappear where they teleported away from.
/summon Enderman ~ ~ ~ {NoAI:1}Endermen with the "NoAI" tag set to 1 will still teleport depending on the action taken against them.
They will not teleport under sunlight, as expected.
They will teleport away if struck by a direct physical attack, but will reappear where they were originally struck.They will teleport away if a projectile is aimed for them, but will not reappear where they teleported away from.
/summon Enderman ~ ~ ~ {NoAI:1}EDIT: They no appear to teleport from physical damage (please let me know if this isn't the case for 14w32d+), but still does so from projectiles.
Endermen with the "NoAI" tag set to 1 will still teleport depending on the action taken against them.
They will not teleport under sunlight, as expected.
They will teleport away if struck by a direct physical attack, but will reappear where they were originally struck.They will teleport away if a projectile is aimed for them, but will not reappear where they teleported away from.
/summon Enderman ~ ~ ~ {NoAI:1}EDIT: They no longer appear to teleport from physical damage (please let me know if this isn't the case for 14w32d+), but still does so from projectiles.
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Endermen with NoAI still teleportvia projectilesEndermen with NoAI still teleport when hit
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Duplicate of MC-65668
When you damage an enderman by using for example a poison splash potion or letting an anvil fall on him, he will stay angry forever unlike the normal endermen who are only for some seconds.
This relates to: MC-65668
Dupe of MC-65668
Duplicate of MC-65668 – If you have not, please use the search function in the future, to see if your bug has already been submitted.
The endermen teleporting upon melee attacks then coming right back is a bug with endermen right now, even with NoAI off. But the other thing, yes it is a bug.
also add if they are inside blocks (i want the enderman inside barrier blocks, and it makes him teleport away)
Still in 33c. Also, they seem to look around still if they have NoAI. It seems like the only thing it prevents them from doing is screaming when you look at it, and moving around.
It's been stated over and over again that all NoAI does is stop calls to the AI code. If any "AI" is baked into the mob itself, then NoAI is of no use.
I don't think NoAI was ever supposed to be a sophisticated fully-formed "feature" (as in something you'd advertise an update with), but rather just some extra thing you can mess around with to make the game fun.
See this quote from Searge that he made on a bunch of different tickets: "Any part of an entities behavior that is not implemented as part of the AI is not affected by the NoAI tag."
Also this tweet: https://twitter.com/SeargeDP/status/497061561547370497
I punched a NoAI Enderman in the face and he teleported away and back.
Looking around is part of LivingEntity AI...
Confirmed for 1.8pre1
Confirmed for 1.8.
Confirmed for 1.8.1-pre5.
Confirmed for 1.8.1.
I don't know why
"They will teleport away if struck by a direct physical attack, but will reappear where they were originally struck."
in the original post is struck through, as in 1.8.1 release it is indeed still (or again?) happening:
If you hit an Enderman with e.g. your hand or a sword, it teleports away from the summoned place, but then tp's back to exactly where it was summoned initially.
Regards, Meri
Confirmed for
Confirmed for 1.8.2-pre6. Can also confirm the melee teleporting behavior described in the above 2 comments.
The way Endermen respond to attacks isn't handled by the AI, and thus isn't affected by the noAI tag. Searge has made it pretty clear that the noAI tag isn't intended to have any particular effect other than stopping AI updates. What this does, or whether it does anything at all, will vary from mob to mob.
I don't agree that this is invalid. Searge just stated what he did, not what the intended purpose was. If the majority of players find this behavior inconsistent, it should still be classified as a bug.
I agree with KingSupernova - it should be still classified as a bug. not being resolved,
unless Mr. Stoyke or any other developer from Mojang expresses here
that they won't fix it or classify it as "not fixable", "won't fix", or
"we won't fix it, for whatever reason. although its behaviour is inconsistent".
As [Mojang] Searge (Michael Stoyke) has stated on several issues,
I recall slimes with NoAI causing damage being fixed a few years ago - wouldn't it have been tied to something other than the AI as a result? If so, wouldn't that make this valid again?
Reiterating prior comment - that's
MC-88099. I assume causing damage wasn't part of the AI before that was fixed, and was made part of it after the fix, so the same logic could apply here.