Drowneds and fish swimming around in circles
I was playing on my bedrock addition, and I came across two drowned. Having nothing better to do I jumped into the water to gain their attention and started hitting them with a stick (the only thing I had on me) and they started glitching. One was spinning around while the other was pushing it into the dirt. Both while trying to attack me.
Linked Issues
is duplicated by35
relates to5
- Unresolved
Hannah Anne Linkswiler
- 48
- 25
- Confirmed
- 261322
- Multiple
- Kindle fire 7
- drowned fish swimming
1.18.10.24 Beta - 1.20.80
1.18.10.24 Beta 1.17.40.20 Beta 1.17.11 Hotfix 1.16.210.59 Beta 1.15.0.8 RTX Beta 1.13.0.18 Beta 1.11.1 1.12.1 1.14.30 Hotfix 1.14.60 Hotfix 1.16.1 1.16.40 Hotfix 1.16.100 1.16.101 Hotfix 1.16.201 Hotfix 1.17.2 Hotfix 1.17.30 1.18.2 Hotfix 1.19.0 1.19.11 Hotfix 1.19.22 Hotfix 1.19.51 1.20.10 1.20.41 Hotfix 1.20.80
Created Issue:
Drowneds swimming around in circles
I was playing on my bedrock addition, and I came across two drowned. Having nothing better to do I jumped into the water to gain their attention and started hitting them with a stick (the only thing I had on me) and they started glitching. One was spinning around while the other was pushing it into the dirt. Both while trying to attack me.
- Unresolved
- Open
- Unconfirmed
- Multiple
- Kindle fire 7
- 1.11.1
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Thank you for your report!
However, this issue is a Duplicate of MCPE-45645.
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@Rebecca Jason Andrews no worries about the timing of your replies. The bug tracker tends to move slowly, as helpers and moderators are volunteers and it can take time to clarify and reproduce an issue before we forward it to the developers. I am interested to see your videos but I will have to get back to you about the Xbox chat transfer, as it is not something I’m personally familiar with. If there is any way you could upload the files here or to a file sharing site that would be helpful.
The issue of drowned spinning is being tracked at MCPE-45645, so please add your vote to that ticket. We can only track one issue per ticket.
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We're actually already tracking this issue in MCPE-45645, so I've resolved and linked this ticket as a duplicate.
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Thank you for your report!
We're actually already tracking this issue at MCPE-45645, 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.
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Thank you for your report!
We're actually already tracking this issue at MCPE-45645, 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.
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Thank you for your report!
We're actually already tracking this issue at MCPE-45645, 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.
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Thank you for your report!
We're actually already tracking this issue in MCPE-45645, so I've requested this be resolved and linked as a duplicate.
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Thank you for your report!
We're actually already tracking this issue at MCPE-45645, so I will resolve and link this ticket as a duplicate.
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We're tracking this issue as MCPE-45645, 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 aren't already, please don't forget to use the search feature, the less time volunteers spend linking duplicates the more time we have to update new reports.
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Thank you for your report!
We're tracking this issue in MCPE-45645, so this ticket is being resolved and linked as a duplicate.
Please note though, this project is for the Bedrock Dedicated Server software only. For any future reports please head over to the appropriate project (links below).
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Thank you for your report!
We're tracking this issue in MCPE-45645, so this ticket is being resolved and linked as a duplicate.
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Thank you for your report!
We're actually already tracking this issue at MCPE-45645, 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.
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Thank you for your report!
We're actually already tracking this issue at MCPE-45645, 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.
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Thank you for your report!
We're tracking this issue in MCPE-45645, so this ticket is being resolved and linked as a duplicate.
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@Caleb Bonnell: for pathing on waterlogged blocks see MCPE-37005, and for drowned spinning around see MCPE-45645.
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Thank you for your report!
We're tracking this issue in MCPE-45645, so this ticket is being resolved and linked as a duplicate.
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Thank you for your report!
We're tracking this issue in MCPE-45645, so this ticket is being resolved and linked as a duplicate.
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Thank you for your report!
We're tracking this issue in MCPE-45645, so this ticket is being resolved and linked as a duplicate.
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Thank you for your report!
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Thank you for your report!
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Thank you for your report!
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Thank you for your report!
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Thank you for your report!
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relates to MCPE-45645
Duplicate of MCPE-45645
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Thank you for your report!
We're tracking this issue in MCPE-45645 and MCPE-162250, so this ticket is being resolved and linked as a duplicate.
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New duplicate report MCPE-180897 includes a video clip of a dolphin dying because it does not reach the surface to breath: https://bugs.mojang.com/secure/attachment/569423/video_20240424_190709.mp4
In this video the dolphin tries to breach the surface but stops a block or two below where it should and swims in circles, as if it cannot find the surface. This seems to match the behavior partially captured in the video attached to this ticket. It looks like MCPE-45645 may actually be the root cause of this issue, and something like MCPE-122278 may be a factor, too.
Update: after extensive testing based on the above lead, I can confirm that this bug has the same cause as MCPE-45645, MCPE-131091, and MCPE-162241: when mobs swim, the position that they target for movement is offset in the -Y direction from the path that they have pre-generated. In other words, after they find a path through water they try to move a block below that path. The exact offset is difficulty to determine; I think it is between 0.25 and 1.25 blocks.
This offset causes dolphins to stop below the surface of the water when they come up to breath (using behavior.random_breach). I believe they only successfully breach the water surface if they happen to run the behavior when they are already very close to the surface (within about 2 blocks).
Oh where is the air.mp4
shows dolphins repeatedly swimming up toward the surface and stopping.
Swim bug tester.mcworld
contains the dolphin test chamber and several others that can be used to investigate this bug.
Same root cause as MCPE-37229 and MCPE-45645.
Duplicate of MCPE-45645
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This issue seems to have several causes:
- Dolphins constantly bounce randomly on land. This is a fish behavior that is not appropriate for dolphins. Real-life dolphins do not flop like fish when out of water; rather, they get beached like whales and have limited ability to move. I believe that in earlier versions dolphins would slowly crawl on land. I am not sure in which version this changed. The fishy bouncing/flopping appears to be hard-coded as I cannot link it to any data-driven behavior component.
- In the dolphin.json, the events for "navigation_on_land" and "navigation_off_land" have the "add" and "remove" sections in the wrong order. "Remove" should always be before "add" in case the relevant groups contain copies of the same component. Dolphins use navigation.generic in both of their navigation component groups, so having the "remove" after the "add" has the effect of removing navigation.generic entirely and therefore making it ineffective. (In-game, dolphins are probably using an older, hard-coded navigation.)
- In the navigation.generic component within the dolphin_on_land" and "dolphin_on_land_in_rain" component groups, "can_swim" is set to "true". This should probably be set to "false" in case it triggers flopping on land or invokes the bug that causes MCPE-45645 and MCPE-37229.
- The fix reported for
MCPE-44918in the 1.16.100 changelog may not have been effective. From looking at the json the only behavior changes between 1.16.0 and 1.16.100 are the separate parity change to drying out time, and renaming the events and component groups to no longer use the "minecraft:" namespace. No change was made to the data-driven behavior logic.
From studying squid in 1- and 2-block high water with a repeating particle command, and trying different floors, I have found that squid always try to stay at least 1/2 block above any solid block floor. This causes them to stick out of the surface of 1-block-deep water, and then suffocate in the air.
This behavior may be related to a bug in swimming navigation where mobs try to move based on the block below their path (MCPE-45645, MCPE-37229). However, squid do not use navigation.generic like fish and drowned. Instead they use navigation.walk and several squid-specific movement components. For that reason I cannot be sure if it is the same underlying bug.
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A Drowned spinning is covered in MCPE-45645
This could be confirm for hitbox origins.
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Did you have this bug occur multiple times? Or just this once?
I can confirm this in the latest 1.14.30 on the windows 10 uwp version and iOS, going to upload a video from both.
This bug seems similar to the issue in Java edition, MC-104631
GoldenHelmet has noted an amplification in this and similar bugs in
MCPE-45922MCPE-60210MCPE-58605MCPE-60497Reportedly happens for other aquatic mobs also.
I reproduced this bug by setting up an underwater area where drowned would have to swim up from one block to another to chase me, and where fish would randomly swim over sea lanterns. Drowned do this fairly consistently when swimming up from one block to another. For the fish, I had to wait about 10-20 minutes before they got stuck spinning on sea lanterns because they do often swim over them just fine.
It happens as well that some land mobs have the same problem walking from one block to another one that is higher. They just start spinning in circles. Sheep, horses, and cows all have that problem. I can confirm this for Xbox One.
I noticed that the fish also spin on the glowstone blocks. (v1.14.41 PS4)
I'm receiving this bug as well, on Windows 10.
Happening in 1.16.1 as well
Drowned swimming up a block and stuck in seagrass: https://youtu.be/_pKbvzlgJ1s
I am surrounded by an ocean and my fish are all path finding to the sea lanterns and then endlessly spinning in circles
A fix to related issue
MCPE-127381is reported for the 1.17.40.20 Beta. Can anyone test if that fix affects this issue?@GoldenHelmet Yeah, I tested it and confirm that it still occurs in version 1.17.40.20
I want to add that this happens with all mobs/monsters whether they're vanilla or custom made ones.
Still happens in Bedrock 1.9.5 on xbox. Axolotls also exhibit this behavior. Can’t use sea lamps to light up water as all fish just start spinning
I'm having this same issue with Tropical Fish spinning on Mud Blocks with Kelp on them. Removing the Kelp didn't seem to make the Tropical Fish stop spinning.
May also be happening to Tropical Fish on Mud Blocks without Kelp.
This bug has the same cause as MCPE-37229,
MCPE-131091, and MCPE-162241: when mobs swim, the position that they target for movement is offset in the -Y direction from the path that they have pre-generated. In other words, after they find a path through water they try to move a block below that path. The exact offset is difficult to determine; I think it is between 0.25 and 1.25 blocks.This offset causes swimming mobs to stop moving and/or spin when the block below them is made of non-solid material and all of the 8 blocks around that block horizontally are made of solid-blocking material. The mob then "thinks" it cannot move horizontally. (Non-solid material blocks include things like sea lanterns, glass, leaves, mangrove roots, and even water itself; solid material blocks include anything made of dirt, iron, wood, stone, etc.)
spin differential diagnosis.mp4
In light of this analysis, I do not know why swimmers are able to move when all of the blocks below them are solid. I guess that there is some nuance to block checks during pathfinding that partially overcomes this bug. However, they are not above to navigate through one-block-high water that goes up over a block. They always try to swim into the block below the water in that case. small fish need big path.mp4
Spinning above mud floors (MCPE-162241) has the same root cause (swim Y offset) but the behavior is slightly different because mud is a solid block so the stopping/spinning relates somehow to the mud collision box.
mud spinning.mp4
Swim bug tester.mcworld
contains the test chamber shown in the videos above, and several other test setups that can be used to investigate this bug.
With the use of mud blocks, still a present issue in tropical fish, cod, salmon, turtles, and puffer fish in 1.21 bedrock on realms.