All types of zombies do not attack/trample Sea Turtle eggs
- Zombies (all types) do not go and attack turtle eggs.
Device: LG K10
Linked Issues
is duplicated by10
- Fixed
Lio- 124
- 21
- Confirmed
- 127457 / 154396
- Multiple
- Android 6.0
- drowned husk turtle_egg zombie zombie_villager
1.13.0.1 Beta - 1.14.60 Hotfix
1.13.0.1 Beta 1.12.0.14 Beta 1.16.0.63 Beta 1.16.0.61 Beta 1.14.20 Hotfix 1.14.0.51 Beta 1.14.0.50 Beta 1.13.3 1.14.0.6 Beta 1.13.2 1.14.0.4 Beta 1.13.1 1.14.0.3 Beta 1.14.0.2 Beta 1.14.0.1 Beta 1.13.0.18 Beta 1.13.0.17 Beta 1.13.0.16 Beta 1.13.0.15 Beta 1.13.0.13 Beta 1.13.0.9 Beta 1.13.0.6 Beta 1.13.0.5 Beta 1.12.0.13 Beta 1.12.0.12 Beta 1.12.0.11 Beta 1.12.0.10 Beta 1.12.0.9 Beta 1.6.0.8 Beta 1.6.0.30 Beta 1.8.0.11 Beta 1.8.0.10 Beta 1.12.0.3 Beta 1.12.0.4 Beta 1.12.0.6 Beta 1.11.1 1.11.2 1.13.0.4 Beta 1.13.0.2 Beta 1.12.0 1.14.0.52 Beta 1.14.60 Hotfix- 1.15.0.55 Beta 1.16.0
Created Issue:
Zombies, Husks, Drowned, and Zombie Villagers not attacking Sea Turtle eggs
- Hostile like zombies (all types) do not go and attack turtle eggs.
Note : In 1.6.0.8 beta changelog said that this has been fixed, but this issue is still in this version of the game.
- Hostile like zombies (all types) do not go and attack turtle eggs.
Note : In 1.6.0.8 beta changelog said that this has been fixed, but this issue is still in this version of the game.
Device: LG K10
is duplicated by
s 1.8.0.11
is duplicated by
Hostile like zombies (all types) do not go and attack turtle eggs.Note : In 1.6.0.8 beta changelog said that this has been fixed, but this issue is still in this version of the game.
Device: LG K10
- Zombies (all types) and Skeletons (all types), do not go and attack turtle eggs.
Device: LG K10
Zombies, Husks, Drowned, and Zombie Villagers not attackingSea Turtle eggsUndead mobs don't attack Sea Turtle eggs
is duplicated by
is duplicated by
is duplicated by
Can confirm for 1.14.4
is duplicated by
- Zombies (all types)
and Skeletons (all types),do not go and attack turtle eggs.Device: LG K10
Undead mobs don't attack Sea Turtle eggsAll types of zombies do not attack/trample Sea Turtle eggs
is duplicated by
[Mod] OcelotOnesie : Repair failed, still affects in 1.15.0.55
is duplicated by
is duplicated by
is duplicated by
Thank you for your report!
However, this issue has been closed as a Duplicate of MCPE-36244
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
We appreciate your report however make sure to search for similar issues before reporting as this is very similar to MCPE-36244. Thanks for your support! ![]()
Updated July 22, 2021 by [Mod] GoldenHelmet
When hit, zombified piglins (z.piglins for short) broadcast anger to other z.piglins. Each angered zombified piglin broadcasts in turn, forming a chain reaction that should extend across the simulation distance. However, this is defeated by the z.piglin follow_range, which limits each z.piglin to only pursuing targets within its own range. The z.piglin follow range is not set in the zombie_pigman.json entity behavior file, so it defaults to 16. Each z.piglin gets a random_spawn_bonus added to its follow range, but this makes z.piglin behavior unpredictable and still leaves many z.piglins unable to pursue the player when angered. (The short base follow range + random bonus applies to all zombie variants in Bedrock Edition and has its own general report at MCPE-50207.)
In addition to the follow range problem, the distance that each z.piglin broadcasts anger is only 20 blocks, whereas it is between 32 and 55 blocks in Java Edition according to the wiki. (For all I know, the 32-55 block range reported for Java may due to the random spawn bonus mechanic and the fact that on Java follow range and targeting range are the same thing, and possibly that aggro range is the same as follow/targeting too. If so, then it's possible Java z.piglins just have double the base follow range of Bedrock z.piglins.)
Note: the original report below contains a link to a video, but the video is outdated. The issue with turtle egg aggression is fixed (MCPE-36244). I cannot reproduce z.piglins not attacking when hit within 16 blocks of the player in vanilla (but see comment below). The issue with z.piglins not picking up anger if they spawn while others nearby are angry does still occur.
Steps to reproduce
- Load Zombified Piglin aggro testing.mcworld
. It contains a 33x33 platform at Y = 100 with marked radii and a system of command blocks. Emerald marks out a 16 block radius from the gold block, and red nether brick marks out a 20 block radius. The command blocks keep the player buffed with resistance, regeneration, and strength, facilitate switching between survival and creative modes, and provide a toggle to freeze z.piglins in place or allow them to move. - Switch to creative mode and turn on the freeze toggle.
- Spawn z.piglins in each colored area, and one on the gold block.
- Switch to survival mode.
- Stand behind the gold block (between the command blocks) and throw a snowball at the z.piglin on the gold block.
- Walk around to each of the z.piglins.
- Stand behind the gold block (between the command blocks), kill the z.piglin on it, and turn off the toggle.
- If the z.piglins do not approach you in step (7), approach them.
- Repeat these steps, but spawn a few z.piglins as you walk around in step (6).
Expected results
All z.piglins attack you in step (6) and rush toward you to attack in step (7).
Observed result
All z.piglins attack you in step (6), but in step (7) only some of the z.piglins in the red or gray areas attack. The z.piglins that do not approach you in step (7) do approach you in step (8) when you come within their follow range.
Sometimes they got it.mp4![]()
Somtimes they don't.mp4![]()
The extra z.piglins that you spawn in step (9) do not attack you as you repeat steps (6) - (8).
Link to video - https://youtu.be/7J-0tpTtF-8
The zombie pigman aggression system is completely broken in several ways.
The way the behavior is supposed to work is when you hit a pigman, it calls out to all pigmen within a specific range (I tested up to 4 chunks worked, 5 chunks didn’t, this was with a simulation distance of 4 so this makes sense) and all of those pigmen within that range are supposed to become hostile to the player. As new pigmen come into range or spawn in, they too are supposed to be called in to attack the player, and this happen continuously until there are no pigmen within range to call out to, or a cool-down timer is met.
What happens is hitting a pigman will cause him to call out to others, but a seemingly random number of pigmen will respond to try and attack the player. Through further testing, even going as far as hitting one of the pigmen that do not come when called still does not cause the pigman that was hit to come aggressive. It is unclear why these pigmen do not become aggressive, nor why you can then hit them directly and they still do not attempt to attack.
Lastly, when new pigmen spawn in while you have a pigman that is showing aggression to you, it should also become aggressive towards the player. It will spawn in and stay passive towards the player even with other hostile pigmen in the area.
Thank you for your report!
We're actually already tracking this issue at MCPE-36244, so we will resolve and link this ticket 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:
📓 Issue Guidelines – 💬 Mojang Support – 📧 Suggestions – 📖 Minecraft Wiki
Duplicate of MCPE-36244
Thank you for your report!
We're already tracking this issue at MCPE-36244, so I will resolve and link this ticket 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: 📓 Issue Guidelines – 💬 Community Support – 📧 Customer Support – 📖 Game Wiki
Thank you for your report!
We're actually already tracking this issue at MCPE-36244.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
Please don't forget to use the search feature before logging a bug report to see if the bug has already been mentioned. The less time the volunteers spend linking duplicates the more time we can spend confirming and updating bugs.
Quick Links:
📓 Issue Guidelines – 💬 Community Support – 📧 Customer Support – 📖 Game Wiki
Thank you for your report!
We're actually already tracking this issue at MCPE-36244, so I will resolve and link this ticket 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:
📓 Issue Guidelines – 💬 Community Support – 📧 Customer Support – ✍️ Feedback and Suggestions – 📖 Game Wiki
I am trying to build a drowned trap using a turtle egg, but no drowned are attempting to trample the egg. I see this was a previously logged bug that is supposedly resolved (MCPE-36244), but that does not seem correct from what I can tell. I placed a turtle egg on the ocean floor, and cleared all vegetation / blocks in a 24 block radius. Drowned will get within several blocks of the egg, but never attempt to trample the egg as described in the wiki. There are no blocks placed above the egg around the sides. Drowned have a clear unobstructed view.
Undead mobs of all types (zombies, zombie pigmen, skeletons etc) often times do not notice turtle eggs or try to pathfind towards them to destroy them. They can notice the eggs, but it usually takes about 30+ seconds. They should instantly notice the eggs as soon as they are within range of them.
*How to reproduce
1. Spawn a bunch of undead mobs
2. Place a turtle egg somewhere they can reach it
You should observe that the mobs don't do anything to the egg or notice it at all. Given time they might notice it and trample it, but they should try to destroy it immediately.
This bug has been in the game before MCPE-36244
The issue might be that the behaviour is unduly delayed, needs further testing and perhaps some video footage.
Still affects 1.8.0.11
Still affecrs 1.8.0.13
True, i am seeing this also with Zombie Pigmen who also are supposed to attack sea turtle eggs
Can confirm on windows 10 edition and xbox one, for all 1.11 updates
You can see video footage of this bug in action, along with how to reproduce here:
https://youtu.be/CRwmy_XiGK0?t=66
I occasionally spawned a lot of zombies (different types) and there is a low chance of them stomping on the turtle eggs but there is a higher chance of them ignoring the turtle eggs. Not sure if it's true or not but I saw that happening.
@DrownedZombie true. This still happening in 1.13.0.1. don't seems 100% fixed
Affecrs 1.14.4
bracks lots of farms!
It should bot attract all undead mobs. It should only attract zombies, villager zombies, husks, drowneds and zombie pigmen.
Updated summary and description and removed "Skeletons (all types)" from the summary. Because from my testing, it appears that skeletons don't even attack turtle eggs but can only attack baby turtles.
*edit* it seems that my issue with this in 1.15.1 is that the eggs must not have any block within 2 above them for the drowned to pathfind to them. I can place a block 3+ above them and they pathfind just fine, but as soon as a block is 2 above the egg they no longer see it
Affects 1.14.2
This bug is fixed in the latest beta version, and the fix will be included in a future update when that is ready for full release (no specific date can be given). We will leave this ticket open as a point of reference until the fix has been fully released.
undead mobs still have a significant delay when it comes to attacking turtles eggs. they usually stand around for about 10 seconds before attacking. certainly better than before, but could be better.
Lio: You've added 1.16.0.61 and 1.16.0.63 to the affected versions, but I'm not able to reproduce in 1.16.0.61 and 1.16.0.63. How are you reproducing this?
Yea its actually fixed.
A version of this bug appears to be back in 1.18.30. All undead mobs can take 30+ seconds to notice turtle eggs, pathfind towards them, and attempt to trample them.