Blazes Jump around in circles when idling
I have a blaze farm that makes blazes fall down a into a 1x1 hole so i can kill them. But for some reason they are jump for no reason and are going around in a circle and not moving. Just found out this can be any blaze naturally or spawned with eggs. I made a new seed and blazes behaved normally then broke for no reason.
Blaze moves for a short time normally then brakes and jumps in circles. Currently making blaze farms broken
Created Issue:
Blazes spawned from a spawner jump continuously for no reason
I have a blaze farm that makes blazes fall down a into a 1x1 hole so i can kill them. But for some reason they are jump for no reason and are going around in a circle and not moving. If no one can reproduce i will try to make a video.
I have a blaze farm that makes blazes fall down a into a 1x1 hole so i can kill them. But for some reason they are jump for no reason and are going around in a circle and not moving.
If no one can reproduce i will try to make a video.I have a blaze farm that makes blazes fall down a into a 1x1 hole so i can kill them. But for some reason they are jump for no reason and are going around in a circle and not moving. Just found out this can be any blaze
Blazesspawned from a spawner jump continuously for no reasonBlazes Jump around in circles when sitting
I have a blaze farm that makes blazes fall down a into a 1x1 hole so i can kill them. But for some reason they are jump for no reason and are going around in a circle and not moving. Just found out this can be any blaze naturally or spawned with eggs
I have a blaze farm that makes blazes fall down a into a 1x1 hole so i can kill them. But for some reason they are jump for no reason and are going around in a circle and not moving. Just found out this can be any blaze naturally or spawned with eggs. I made a new seed blazes behave normally. This might be a bug with worlds older than a certain update.
I have a blaze farm that makes blazes fall down a into a 1x1 hole so i can kill them. But for some reason they are jump for no reason and are going around in a circle and not moving. Just found out this can be any blaze naturally or spawned with eggs. I made a new seed blazes behave normally
. This might be a bug with worlds older than a certain update.I have a blaze farm that makes blazes fall down a into a 1x1 hole so i can kill them. But for some reason they are jump for no reason and are going around in a circle and not moving. Just found out this can be any blaze naturally or spawned with eggs. I made a new seed blazes behaved normally then broke for no reason.
Blazes Jump around in circles whensittingBlazes Jump around in circles when idling
I have a blaze farm that makes blazes fall down a into a 1x1 hole so i can kill them. But for some reason they are jump for no reason and are going around in a circle and not moving. Just found out this can be any blaze naturally or spawned with eggs. I made a new seed blazes behaved normally then broke for no reason.
Blaze moves for a short time normally then brakes and jumps in circles. Currently making blaze farms broken
I have a blaze farm that makes blazes fall down a into a 1x1 hole so i can kill them. But for some reason they are jump for no reason and are going around in a circle and not moving. Just found out this can be any blaze naturally or spawned with eggs. I made a new seed and blazes behaved normally then broke for no reason.
Blaze moves for a short time normally then brakes and jumps in circles. Currently making blaze farms broken
is duplicated by
Duplicated by MCPE-45973, if we are considering both naturally-spawned and spawner-spawned blazes. I don't see why they would be different.
Also, might relate in some way to MCPE-45559 where they jump around in circles.
I am attaching a video of a blaze just barely creeping along. If you watch the shadow closely you can see that the blaze moves in a small circle around one block before moving on to the next, and then it begins to circle that block. I don't know if these are the same circles described in MCPE-45559. Perhaps it is only able to pathfind from one block to another at a certain pixel location, like at a particular corner, and it circles looking for that passable point? Could that be due to a calculation error (formula typo???) in the pathfinding algorithm?
Update 1/28/20: This report is a duplicate of MCPE-45559, since it describes aspects of the same behavior. I started testing MCPE-45559 and ended up adding comments and videos to that ticket that are just as relevant to this one. In brief, it looks to me like blazes are setting very short pathfinding targets, to the point that they frequently target the block that they are already standing in.
Thank you for your report!
However, this issue is a Duplicate of MCPE-45559.
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!
However, this issue is a Duplicate of MCPE-45559.
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-45559, so I resolved and linked 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
Steps to reproduce
- Make a 1 x 1 pillar.
- Spawn a blaze on top.
Expected result
The blaze wanders off and falls.
Actual result
The blaze does not move.
Impact
At some time in the past it was possible to make blaze farms that would collect blazes by allowing them to wander into holes. For a long time that possibility was blocked by MCPE-45469 / MCPE-45559. With the new blaze behavior those farm designs remain broken.
Code analysis
In the blaze.json entity file, there are two new parameters in the "minecraft:navigation.walk" component. The second of these may be causing blazes to avoid pathing over air.
"avoid_water": true,
"avoid_damage_blocks": true
This is the same behavior I see as well on 1.11.0 for Nintendo Switch and I think it's related to what I reported in
MCPE-45469. Do you notice this behavior from naturally spawning blazes? I'm thinking not, but really haven't had a chance to investigate yet.this can happen to any blaze. Updated title and description.
seems to be fixed in beta 1.12.0.2 will leave this open until 1.12 is released
Added a video, which shows
Both of these points suggest that this behavior relates to pathfinding. The jumping probably starts when the blaze begins trying to pathfind. The jumping is like
MCPE-45256andMCPE-60160where mobs jump repeatedly when trying to pathfind to a block they cannot reach.Following the previous comment, I tried to get my jumping blazes to move with various configurations. They would not move down a 1-block step or stairs, or from a block to a lower half-slab. Nor would they move up from a block to an adjacent carpeted block or up to a half-slab. If you put carpet under them and half-slabs adjacent, they will sometimes get over the edge of the half slab and jump from that, but always back to the carpeted block. You can see this in the second video. I think it is due to the hitbox of the blaze overlapping the slab just enough to jump off of it, but not enough for the AI to think it is located on that block.
I also noticed that the movement is not quite circular. it is more of an arc shape where each jump takes it about 200 degrees (or 160 degrees if you think of it the other way around), like a spirograph.
Edit: a [hypotrochoid|http://en.wikipedia.org/wiki/Hypotrochoid].
With further testing I have observed:
These observations suggest that the blaze AI is very frequently setting the block where it is already located as its pathfinding target. (This brings to mind the possibility of a formula typo as I mentioned commenting on
MCPE-45469.) Perhaps accidentally moving to an adjacent block because of a step-up triggers a recalculation of the target, which then also makes subsequent target calculations more variable; but being artificially moved by a player hit does not trigger a recalculation so it returns straight to its original block.Thanks for all the videos and taking the time to test this. Seems like the blaze A.I/pathfinding is super broken. Even more than i originally thought. It has almost been like this for a year now. Hopefully they know about it but with how the smooth quartz texture(been like that since it was introduced) and still has not been fixed. I doubt it will be fixed anytime soon.
Maybe since they are both nether features they will finally be fixed lol.
@Jacob2of3 they did remove smooth quartz from the crafting table recipes, by the way. In 1.14 I think.Oops, you make smooth quartz by cooking, not crafting.
I expect that the fix to
MCPE-45469in the 1.15.0.51 beta should fix this issue as well. If anyone watching this report can test blaze wandering in a any of the 1.15 beta versions that would be much appreciated.This looks to be fixed in 1.15.
Blazes (1.15).mp4
Resolving issues that were marked as fixed in the 1.15 and 1.16 Betas, now that 1.16.0 is being released.