Animals keep moving into corner of the fence
Every time I'm going to kill some cow for leather I see some different animal going into corner of fence I think it a glitch.
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Created Issue:
Animals keep moving into corner of the fence
Every time I'm going to kill some cow for leather I see some different animal going into corner of fence I think it a glitch.
- Unresolved
- Open
- Unconfirmed
- Xbox
- OS 10.0.1
- 1.11.1
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Duplicates MCPE-45800
Duplicates MCPE-45800
Thank you for your report!
However, this issue has been closed as a Duplicate of MCPE-45800.
Please add a vote and any new information to the main ticket, which will be updated accordingly.
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Thank you for your report!
We're actually already tracking this issue at MCPE-45800, 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.
Duplicate of MCPE-45800.
Thank you for your report!
We're already tracking this issue at MCPE-45800, so I will resolve and link this ticket as a duplicate.
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They all cluster up in the NW. See screenshot. Origin is marked and so is North.
Related to / compounds the following:
Thank you for your report!
However, this issue is a Duplicate of MCPE-45800.
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!
However, this issue is a Duplicate of MCPE-45800.
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!
However, this issue is a Duplicate of MCPE-45800.
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 already tracking this issue at MCPE-45800, so I will forward 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 already tracking this issue at MCPE-45800, 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-45800.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
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This is a video of a turtle that appears to be stuck in the digging animation (in 1.14.30).
I captured this after breeding about 20 turtles on a 1-chunk sand platform in a superflat test world and then leaving the turtles alone for about 1 hour. More than half of the turtles are gone since I bred them, probably because they pushed each other off of the platform to their deaths. However, one is digging as if to lay an egg. I watched it dig for over a minute after recording this video.
This experience, coupled with the few reports in the comments here of isolated egg-layings, makes me think the problem could be with the random timing of the turtles reproductive phases. In the behavior pack, as I understand it (based on the wiki, but I could be wrong) the turtle "go home" behavior is set to have a 1/700 chance of running each second after the turtle gets pregnant. That means that, on average, a pregnant turtle should wander for about 11 minutes before heading home. I wonder if something changed in the hard-coding of how that random chance is being read, so that the "700" is read as something like 1/7000 seconds (just under 2 hours)? If there was a deep code change in how random timers are processed, it could also explain why the digging animation goes on so long too.
UPDATE: the turtle that was stuck digging did not stop digging, but another dug and laid an egg when I relogged. After that success I tested breeding about 40 turtles and got a few eggs in an hours time. That led me to set up a more precise test as follows.
I set up 40 turtles in 4 adjacent chunks (10 to a chunk, with dividing walls in between to avoid clumping due to MCPE-45800). I ran hopper minecarts under the sand to collect any scutes and then bred the turtles and went afk for 2 hours. When I came back, I had 1 scute collected, 3 sets of eggs at advanced stages of cracking, and I was able to watch a turtle lay an egg within a few minutes. That equals 5 egg-laying events in 2 hours from 20 pregnant turtles. I believe that extrapolates to an average of 4 hours for any given turtle to lay an egg.
The good news is that egg laying is not completely broken and the AI functions are not outright missing. The bug seems to be in the timing factor. I don't know what the average time to lay/go-home was before this bug, but I would guess it has to be somewhere between 20 and 400 times slower than it should be. (If the "700" interval in the .json is in seconds it should average 11 minutes to go lay an egg; if it is 700 ticks it should average 35 seconds to go lay an egg.)
UPDATE #2: after another 2 more hours afk, 6 more egg layings from the same group of 40 turltes (20 pregnant). That's about the same pace as the first 2 hours.
Thank you for your report!
We're actually already tracking this issue at MCPE-45800, so I 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-45800, 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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This bug was found to contribute to realm-breaking lag in REALMS-3089, as in conjunction with MCPE-45800 it can cause villagers to block each other from reaching their workstations, with the result that they continuously recalculate paths.
@Dawson81702 can you elaborate? Your picture just shows a massive number of blazes on one side of a room. That could just be a manifestation of MCPE-45800 and MCPE-41092.
Thank you for your report!
We're actually already tracking this issue at MCPE-45800, 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-45800, 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.
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Thank you for your report!
We're tracking this issue in MCPE-45800, 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.
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Thank you for your report!
We're tracking this issue in MCPE-45800, 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.
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Thank you for your report!
We're actually already tracking this issue at MCPE-45800, 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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duplicates MCPE-45800
Thank you for your report!
We're actually already tracking this issue at MCPE-45800, so I will resolve and link this ticket as a duplicate.
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Thank you for your report!
We're actually already tracking this issue at MCPE-45800, 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-45800, 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-45800, 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 actually already tracking this issue at MCPE-45800, so I will resolve and link this ticket as a duplicate.
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Thank you for your report!
We're tracking this issue in MCPE-45800, 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 haven't already, you might like to make use of the search feature to see if the issue has already been mentioned. Please also note that general game issues should be reported in the MCPE project unless they only happen on a realm.
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Thank you for your report!
We're tracking this issue in MCPE-45800, 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-45800, 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-45800, 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-45800, so this ticket is being resolved and linked as a duplicate.
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Method 1 appears to be fixed by the fix for MCPE-41092 / MCPE-45800. I can still reproduce methods 2-5 in 1.17.11 Hotfix.
Methods 3-4 are the same as MCPE-47168.
Another repro method is described in MCPE-60160.










I'm having this issue as well, as you can see from my picture, all my animals are doing it, though mostly the pigs, sheep, and cows. The chickens do also do it some too though. I also have animals gravitating to doors around my house/barn areas, horses wanting to stick to their barn doors.
still here in 1.12.1
Can confirm in 1.13.1, my issue was closed as a duplicate.
Have the same issue with my cow pen in 1.14.21 BDS. They always end up in one specific corner in a clump.
Bring them out with wheat and within a short time they end up back in the corner.
Affects 1.14.1 and 1.14.20 Client
I had 28 iron golems in 25x25 in survival. They also ended up in the corner.
There is a tendency for wandering, and probably all block target selection, to favor the north (-Z) and west (-X), which is a large part of this bug. Note that the video attached to this ticket shows mobs in a NW corners, and the first picture shows the mobs in separate pens all going in the same direction, which is most likely NW.
If you’re seeing the NW bias in your animal pens, please also vote for
MCPE-41092.It seems that when this happens with villagers during the workday it can cause extreme lag because the villagers constantly try to recalculate paths to their workstations. (See
REALMS-3089) Animals just keep trying to reach the same spot due toMCPE-49607, and that isn't nearly as demanding on the CPU as calculating new paths.Still happening in 1.16.1 on Nintendo Switch.
This really needs some fixing. Tango Tek's Decked Out minigame is really suffering because of this bug. Ravagers are yet another mob that have that tendency of moving in
X and -Z. I've had cow farms too doing this.---I don´t know why, but for me it seems to happen with cows almost exclusively. The other animals are usually fine.
This happens with every type of animal. Please fix this bug soon it’s been in the game for too long.
Resolving as Fixed based on testing 12 sheep in a 12 x 12 pen in the current release, and also more extensive testing of
MCPE-41092which was the cause of this issue. Animals in a small pen can still clump in corners for a few seconds at a time, but they no longer all drift toward the same corner over time.