Eometheous
- Eometheous
- JIRAUSER614008
- America/Los_Angeles
- Yes
- No
When creating a new 1.17 world with the preview datapack, the world generates fine with the new cave generation and new height limits. When uploading this same world to realms, the generation doesn't work and the height limits are reset to their regular values.
The seed for this world is: 7980569888039328864
To get to the location in the screenshot use
/tp @s -165 24 -441 -88.1 45.3
When creating a new 1.17 world with the
preview datapack, the world generates fine with the new cave generation and new height limits. When uploading this same world to realms, the generation doesn't work and the height limits are reset to their regular values.The seed for this world is: 7980569888039328864
To get to the location in the screenshot use
/tp @s -165 24 -441 -88.1 45.3When creating a new 1.17 world with the Caves and Cliffs Preview datapack, the world generates fine with the new cave generation and new height limits. When uploading this same world to realms, the generation doesn't work and the height limits are reset to their regular values.
The seed for this world is: 7980569888039328864
To get to the location in the screenshot use
/tp @s -165 24 -441 -88.1 45.3
When creating a new 1.17 world with the Caves and Cliffs Preview datapack, the world generates fine with the new cave generation and new height limits. When uploading this same world to realms, the generation doesn't work and the height limits are reset to their regular values.
The world download is available below called Test Datapack.zip
Save this world in the saves file in .minecraftThe seed for this world is: 7980569888039328864
To get to the location in the screenshot use
/tp @s -165 24 -441 -88.1 45.3
When creating a new 1.17 world with the Caves and Cliffs Preview datapack, the world generates fine with the new cave generation and new height limits. When uploading this same world to realms, the generation doesn't work and the height limits are reset to their regular values.
The world download is available below called Test Datapack.zip
Save this world in the saves file in .minecraftThe seed for this world is: 7980569888039328864
To get to the location in the screenshot use
/tp @s -165 24 -441 -88.1 45.3
When creating a new 1.17 world with the Caves and Cliffs Preview datapack, the world generates fine with the new cave generation and new height limits. When uploading this same world to realms, the generation doesn't work and the height limits are reset to their regular values.
The seed for this world is: 7980569888039328864
To get to the location in the screenshot use
/tp @s -165 24 -441 -88.1 45.3How to reproduce
1.) Create a new world with the preview datapack released in Snapshot 21w20a
2.) Generate new chunks and find some cool cave generation in spectator mode
3.) Go to realms and upload this world into one of the 3 realm world slots.
4.) Join this realm and notice that the world is reverted and the new generation doesn't work.
Shriekersdon'tseem broken in 22w11a
The Bug
Even with a silk touch tool, such as a silk touch hoe, I can't pick up a s
kulk shrieker even though it says it's possible in the launcher changelog. When breaking a skulk shrieker with a silk touch hoe, it drops nothing, not even experience. I expect it to drop the skulk shrieker. When breaking the skulk with a normal hoe, it drops experience as expected.Reproduce
- Get a
SculkShrieker- Get a Silk Touch hoe
- Mine the
SculkShriekerObserved Result
The
SculkShrieker didn't dropExpected Result
The
Shrieker would drop, as mentioned in the 21w11a changelogs:
Sculk Shrieker requires Silk Touch to obtain otherwise drops experience when minedThe Bug
Even with a silk touch tool, such as a silk touch hoe, I can't pick up a sculk shrieker even though it says it's possible in the launcher changelog. When breaking a sculk shrieker with a silk touch hoe, it drops nothing, not even experience. I expect it to drop the sculk shrieker. When breaking the sculk shrieker with a normal hoe, it drops experience as expected.
Reproduce
- Get a sculk shrieker
- Get a Silk Touch hoe
- Mine the sculk shrieker
Observed Result
The sculk shrieker didn't drop
Expected Result
The sculk shrieker would drop, as mentioned in the 21w11a changelogs:
Sculk Shrieker requires Silk Touch to obtain otherwise drops experience when mined
I can confirm this in 22w11a. I attached a video showing the bug. Minecraft 22w11a 2022-03-19 22-13-12_Trim.mp4
![]()
Also is happens when breaking a block the trident is attached too as well. Minecraft 22w11a - Singleplayer 2022-03-19 22-16-23_Trim.mp4
![]()
The Bug
Currently, skulk shriekers are not obtainable with silk touch and this is working as intended fromMC-249125. However with a silk touch hoe, italsodoesn't drop experience, unlike an unenchanted hoe.Reproduce
- Get two Sculk Shriekers.
- Get a Silk Touch enchanted hoe.
- Get an unenchanted hoe.
- Mine one Skulk Shrieker with the unenchanted hoe.
- Mine one Skulk Shrieker with the silk touch enchanted hoe.
Observed Result
With the silk touch hoe you get no experience.
With the normal hoe you get experience.Expected Result
Both Shriekers should drop experience.The Bug
Currently, skulk shriekers are not obtainable with silk touch and this is working as intended fromMC-249125. However with a silk touch hoe, it doesn't drop experience, unlike an unenchanted hoe, even though the skulk shrieker isn't dropped.Reproduce
- Get two Sculk Shriekers.
- Get a Silk Touch enchanted hoe.
- Get an unenchanted hoe.
- Mine one Skulk Shrieker with the unenchanted hoe.
- Mine one Skulk Shrieker with the silk touch enchanted hoe.
Observed Result
With the silk touch hoe you get no experience.
With the normal hoe you get experience.Expected Result
Both Shriekers should drop experience.
The Bug
Currently, skulk shriekers are not obtainable with silk touch and this is working as intended fromMC-249125. However with a silk touch hoe, it doesn't drop experience, unlike an unenchanted hoe, even though the skulk shrieker isn't dropped.Reproduce
- Get two Sculk Shriekers.
- Get a Silk Touch enchanted hoe.
- Get an unenchanted hoe.
- Mine one Skulk Shrieker with the unenchanted hoe.
- Mine one Skulk Shrieker with the silk touch enchanted hoe.
Observed Result
With the silk touch hoe you get no experience.
With the normal hoe you get experience.Expected Result
Both Shriekers should drop experience as both shriekers don't get dropped.
Skulk Shrieker doesn't drop experience when mined with silk touchSculk Shrieker doesn't drop experience when mined with silk touch
The Bug
Currently,skulkshriekers are not obtainable with silk touch and this is working as intended fromMC-249125. However with a silk touch hoe, it doesn't drop experience, unlike an unenchanted hoe, even though theskulkshrieker isn't dropped.Reproduce
- Get two Sculk Shriekers.
- Get a Silk Touch enchanted hoe.
- Get an unenchanted hoe.
- Mine one S
kulk Shrieker with the unenchanted hoe.- Mine one S
kulk Shrieker with the silk touch enchanted hoe.Observed Result
With the silk touch hoe you get no experience.
With the normal hoe you get experience.Expected Result
Both Shriekers should drop experience as bothshriekers don't get dropped.The Bug
Currently, Sculk Shriekers are not obtainable with silk touch and this is working as intended fromMC-249125. However with a silk touch hoe, it doesn't drop experience, unlike an unenchanted hoe, even though the Sculk Shrieker isn't dropped.Reproduce
- Get two Sculk Shriekers.
- Get a Silk Touch enchanted hoe.
- Get an unenchanted hoe.
- Mine one Sculk Shrieker with the unenchanted hoe.
- Mine one Sculk Shrieker with the silk touch enchanted hoe.
Observed Result
With the silk touch hoe you get no experience.
With the normal hoe you get experience.Expected Result
Both Sculk Shriekers should drop experience as both Sculk Shriekers don't get dropped.
The bug
When shooting arrows around the Warden to distract it, it doesn't get angry at the shooter if they shoot arrows less than 5 seconds apart.Reproduce
- Get a bow and arrow
- Enchant the bow with infinity
- Spawn in a Warden or activate enough Skulk Shriekers
- Shoot arrows around the Warden quickly (less than 5 seconds apart), making sure not to actually hit the Warden.
Observed Result
The Warden doesn't get angry at the shooterExpected Result
The Warden get's angry at the shooter
--If the Warden receives two projectile vibrations within 5 seconds of one another, it will grow angrier at the shooter -Patch notes for 22w12a
Hello! Can this be re opened? This bug affects 22w12a which is not an experimental snapshot. Here's a video displaying the bug in 22w12a. [^Minecraft 22w12a - Singleplayer 2022-03-25 14-01-17_Trim.mp4]
Warden Doesn't Count to Monster HuntedAdvancementWarden Doesn't Count to Monster Hunter Advancement
First reported in
MC-248658, but this was created in the experimental snapshot. [Helper] markderickson said to create a new report if a new one doesn't currently exist for a current version. The only report I could find wasMC-248658, so I created this post.This might be intended, since the Warden isn't something players are meant to kill. I just created it in case it isn't intentional.
The bug:
The Warden doesn't count towards "minecraft:adventure/kill_a_mob" advancement and most likely also doesn't count towards "minecraft:adventure/kill_all_mobs" advancement.Steps to reproduce
- /advancement revoke @s everything (just to make sure you haven't gotten the advancement already)
- /summon warden
- /data modify entity @e[type=warden,limit=1] Health set value 1
- /gamemode survival (if you aren't in survival already)
- Punch the warden. It should die in one hit because its health is 1
Observed Results
The player doesn't get the advancementExpected Result
The player should get the advancement
The Bug:
The Warden will attack every Mob in the game. If if the Warden receives too many vibrations from any mob, it will kill it. However, the Warden's sniffing and collision only detects players, not all mobs.Steps to Reproduce:
Create a small 4x4 area so the mobs can't travel far
Summon a few Zombies in the 4x4 area
Summon a Warden in the 4x4 area
Wait for the Zombies to collide with the WardenObserved Result:
The Warden doesn't get angry when the mobs collide with it
The Warden won't walk to mobs after sniffing them.
The Warden only gets angry from vibrationsExpected Result:
The Warden will get angry from vibrations and mobs that collide with it.
The Warden will walk closer to the mobs it sniffs.The Bug:
The Warden will attack every Mob in the game. If if the Warden receives too many vibrations from any mob, it will kill it. However, the Warden's sniffing and collision only detects players, not all mobs.Steps to Reproduce:
- Create a small 4x4 area so the mobs can't travel far
- Summon a few Zombies in the 4x4 area
- Summon a Warden in the 4x4 area
- Wait for the Zombies to collide with the Warden
Observed Result:
The Warden doesn't get angry when the mobs collide with it
The Warden won't walk to mobs after sniffing them.
The Warden only gets angry from vibrationsExpected Result:
The Warden will get angry from vibrations and mobs that collide with it.
The Warden will walk closer to the mobs it sniffs.
The Bug:
The Warden will attack every Mob in the game. If if the Warden receives too many vibrations from any mob, it will kill it. However, the Warden's sniffing and collision only detects players, not all mobs.Steps to Reproduce:
- Create a small 4x4 area so the mobs can't travel far
- Summon a few Zombies in the 4x4 area
- Summon a Warden in the 4x4 area
- Wait for the Zombies to collide with the Warden
Observed Result:
The Warden doesn't get angry when the mobs collide with it
The Warden won't walk to mobs after sniffing them.
The Warden only gets angry from vibrationsExpected Result:
The Warden will get angry from vibrations and mobs that collide with it.
The Warden will walk closer to the mobs it sniffs.The Bug:
The Warden will attack every Mob in the game. If if the Warden receives too many vibrations from any mob, it will kill it. However, the Warden's sniffing and collision only detects players, not all mobs.Steps to Reproduce:
- Create a small 4x4 area so the mobs can't travel far
- Summon a few Zombies in the 4x4 area
- Summon a Warden in the 4x4 area
- Wait for the Zombies to collide with the Warden
Observed Result:
The Warden doesn't get angry when the mobs collide with it
The Warden won't walk to mobs after sniffing them.
The Warden only gets angry from vibrationsExpected Result:
The Warden will get angry from vibrations and mobs that collide with it.
The Warden will walk closer to the mobs it sniffs.
When vibrations aren't enough, they will also use a sense of smell to track down their prey - you can observe them sniffing their surroundings to get closer to unsuspecting players and mobs
Warden Doesn't Detect Mobs When SniffingOrColliding Them.Warden Doesn't Detect Mobs When Sniffing And Colliding With Them
The Bug:
The Warden will attack every Mob in the game. If if the Warden receives too many vibrations from any mob, it will kill it. However, the Warden's sniffing and collision only detects players, not all mobs.Steps to Reproduce:
- Create a small 4x4 area so the mobs can't travel far
- Summon a few Zombies in the 4x4 area
- Summon a Warden in the 4x4 area
- Wait for the Zombies to collide with the Warden
Observed Result:
The Warden doesn't get angry when the mobs collide with it
The Wardenwon't walk to mobs after sniffing them.
The Wardenonlygets angryfrom vibrationsExpected Result:
The Warden will get angry from vibrations and mobs that collide with it.
The Warden will walk closer to the mobs it sniffs.
When vibrations aren't enough, they will also use a sense of smell to track down their prey - you can observe them sniffing their surroundings to get closer to unsuspecting players and mobsThe Bug:
The Warden will attack every Mob in the game. If if the Warden receives too many vibrations from any mob, it will kill it. However, the Warden's sniffing and collision only detects players, not all mobs.Steps to Reproduce:
- Create a small 4x4 area so the mobs can't travel far
- Summon a few Zombies in the 4x4 area
- Summon a Warden in the 4x4 area
- Wait for the Zombies to collide with the Warden
Observed Result:
The Warden doesn't get angry when the mobs collide with it
The Warden only gets angry from vibrations
The Warden gets angry when sniffing the same mob after 3-4 sniffsExpected Result:
The Warden will get angry from vibrations and mobs that collide with it.
When vibrations aren't enough, they will also use a sense of smell to track down their prey - you can observe them sniffing their surroundings to get closer to unsuspecting players and mobs
The Bug:
The Warden will attack every Mob in the game. If if the Warden receives too many vibrations from any mob, it will kill it. However, the Warden'ssniffing andcollision only detects players, not all mobs.Steps to Reproduce:
- Create a small 4x4 area so the mobs can't travel far
- Summon a few Zombies in the 4x4 area
- Summon a Warden in the 4x4 area
- Wait for the Zombies to collide with the Warden
Observed Result:
The Warden doesn't get angry when the mobs collide with it
The Warden only gets angry from vibrations
The Warden gets angry when sniffing the same mob after 3-4 sniffsExpected Result:
The Warden will get angry from vibrations and mobs that collide with it.
When vibrations aren't enough, they will also use a sense of smell to track down their prey - you can observe them sniffing their surroundings to get closer to unsuspecting players and mobs
The Bug:
The Warden will attack every Mob in the game. If if the Warden receives too many vibrations from any mob, it will kill it. However, the Warden's collision only detects players, not all mobs.Steps to Reproduce:
- Create a small 4x4 area so the mobs can't travel far
- Summon a few Zombies in the 4x4 area
- Summon a Warden in the 4x4 area
- Wait for the Zombies to collide with the Warden
Observed Result:
The Warden doesn't get angry when the mobs collide with it
The Warden only gets angry from vibrations
The Warden gets angry when sniffing the same mob after 3-4 sniffsExpected Result:
The Warden will get angry from vibrations and mobs that collide with it.
When vibrations aren't enough, they will also use a sense of smell to track down their prey - you can observe them sniffing their surroundings to get closer to unsuspecting players and mobsThe Bug:
The Warden will attack every Mob in the game. If if the Warden receives too many vibrations from any mob, it will kill it. However, the Warden's collision only detects players, not all mobs.Steps to Reproduce:
- Create a small 4x4 area so the mobs can't travel far
- Summon a few Zombies in the 4x4 area
- Summon a Warden in the 4x4 area
- Wait for the Zombies to collide with the Warden
Observed Result:
The Warden doesn't get angry when the mobs collide with it
The Warden only gets angry from vibrations and when sniffing the same mob after 3-4 sniffsExpected Result:
The Warden will get angry from vibrations and mobs that collide with it.
When vibrations aren't enough, they will also use a sense of smell to track down their prey - you can observe them sniffing their surroundings to get closer to unsuspecting players and mobs
Warden Doesn't Detect Mobs WhenSniffing AndColliding With Them
The Bug:
The Warden will attack every Mob in the game. If if the Warden receives too many vibrations from any mob, it will kill it. However, the Warden's collision only detects players, not all mobs.Steps to Reproduce:
- Create a small 4x4 area so the mobs can't travel far
- Summon a few Zombies in the 4x4 area
- Summon a Warden in the 4x4 area
- Wait for the Zombies to collide with the Warden
Observed Result:
The Warden doesn't get angry when the mobs collide with it
The Warden only gets angry from vibrations and when sniffing the same mob after 3-4 sniffsExpected Result:
The Warden will get angry fromvibrations andmobs that collide with it.
When vibrations aren't enough, they will also use a sense of smell to track down their prey - you can observe them sniffing their surroundings to get closer to unsuspecting players and mobs
The Bug
If the Warden is unable to reach the mob it is sniffing after 3 sniffs. The Warden will get angry at that mob. This only happens if the path to that mob is obstructed.This might be intentional, but it isn't stated anywhere in the changelog, so I decided to create this post after someone said it wasn't in the changelog.
Steps to Reproduce
- Create a pretty big area. (I used a 7x7 area with a wool floor so I could run)
- Summon a Warden in the 7x7 area
- Go into survival.
- Start playing Marko Polo, making sure to dodge the Warden so that you don't collide with it and make it angry.
- Notice how it doesn't get angry after 3 sniffs.
- Kill the Warden with /kill @e[type=minecraft:warden]
- Place fences to divide the area in 2.
- Summon a new warden on one side and any mob on the other side. (The player can also be that mob on the other side)
- Wait for
it to sniff the player or any mob 3 timesObserved Result:
The Warden gets angry at the player or mob after 3 sniffs.Expected Result:
The Warden will not get angry at the player or mob after 3 sniffs.The Bug
If the Warden is unable to reach the mob it is sniffing after 3 sniffs. The Warden will get angry at that mob. This only happens if the path to that mob is obstructed.This might be intentional, but it isn't stated anywhere in the changelog, so I decided to create this post after someone said it wasn't in the changelog.
Steps to Reproduce
- Create a pretty big area. (I used a 7x7 area with a wool floor so I could run)
- Summon a Warden in the 7x7 area
- Go into survival.
- Start playing Marko Polo, making sure to dodge the Warden so that you don't collide with it and make it angry.
- Notice how it doesn't get angry after 3 sniffs.
- Kill the Warden with /kill @e[type=minecraft:warden]
- Place fences to divide the area in 2.
- Summon a new warden on one side and any mob on the other side. (The player can also be that mob on the other side)
- Wait for the Warden to sniff the player or any mob 3 times
Observed Result:
The Warden gets angry at the player or mob after 3 sniffs.Expected Result:
The Warden will not get angry at the player or mob after 3 sniffs.
The Bug
If the Warden is unable to reach the mob it is sniffing after 3 sniffs. The Warden will get angry at that mob. This only happens if the path to that mob is obstructed.This might be intentional, but it isn't stated anywhere in the changelog, so I decided to create this post after someone said it wasn't in the changelog.
Steps to Reproduce
- Create a pretty big area. (I used a 7x7 area with a wool floor so I could run)
- Summon a Warden in the 7x7 area
- Go into survival.
- Start playing Marko Polo, making sure to dodge the Warden so that you don't collide with it and make it angry.
- Notice how it doesn't get angry after 3 sniffs.
- Kill the Warden with /kill @e[type=minecraft:warden]
- Place fences to divide the area in 2.
- Summon a new warden on one side and any mob on the other side. (The player can also be that mob on the other side)
- Wait for the Warden to sniff the player or any mob 3 times
Observed Result:
The Warden gets angry at the player or mob after 3 sniffs.Expected Result:
The Warden will not get angry at the player or mob after 3 sniffs.The Bug
If the Warden is unable to reach the mob it is sniffing, after 3 sniffs the Warden will get angry at that mob. This only happens if the path to that mob is obstructed.This might be intentional, but it isn't stated anywhere in the changelog, so I decided to create this post after someone said it wasn't in the changelog.
Steps to Reproduce
- Create a pretty big area. (I used a 7x7 area with a wool floor so I could run)
- Summon a Warden in the 7x7 area
- Go into survival.
- Start playing Marko Polo, making sure to dodge the Warden so that you don't collide with it and make it angry.
- Notice how it doesn't get angry after 3 sniffs.
- Kill the Warden with /kill @e[type=minecraft:warden]
- Place fences to divide the area in 2.
- Summon a new warden on one side and any mob on the other side. (The player can also be that mob on the other side)
- Wait for the Warden to sniff the player or any mob 3 times
Observed Result:
The Warden gets angry at the player or mob after 3 sniffs.Expected Result:
The Warden will not get angry at the player or mob after 3 sniffs.
The Warden Gets Angry After Sniffing An Unreachable Mob 3 TimesThe Warden Gets Angry After Sniffing A Close Mob 3 Times
The Bug
Ifthe Warden is unable to reach the mobitissniffing, after 3 sniffs the Warden will get angry at that mob. This only happens if the path to that mob is obstructed.This might be intentional, but it isn't stated anywhere in the changelog, so I decided to create this post after someone said it wasn't in the changelog.
Steps to Reproduce
- Create a pretty big area. (I used a 7x7 area with a wool floor so I could run)
- Summon a Warden in the 7x7 area
- Go into survival.
- Start playing Marko Polo, making sure to
dodge the Warden so that you don't collide with it and make it angry.- Notice how it doesn't get angry after 3 sniffs.
- Kill the Warden with /kill @e[type=minecraft:warden]
- Place fences to divide
the area in 2.- Summon a new warden on one side and any mob on the other side. (The player can also be that mob on the other side)
- Wait for the Warden to sniff the player or any mob 3 times
Observed Result:
The Warden gets angry at the player or mob after 3 sniffs.Expected Result:
The Warden will not get angry at the player or mob after 3 sniffs.The Bug
If a mob or player is close to a Warden when it sniffs 3 times in a row without colliding with it, the Warden will get angry at said mob or player.This might be intentional, but it isn't stated anywhere in the changelog, so I decided to create this post after someone said it wasn't in the changelog.
Steps to Reproduce
- Create a pretty big area. (I used a 7x7 area with a wool floor so I could run)
- Summon a Warden in the 7x7 area
- Go into survival.
- Start playing Marko Polo, making sure to keep a good distance from the Warden after each sniff.
- Notice how it doesn't get angry after 3 sniffs if you are far enough away.
- Kill the Warden with /kill @e[type=minecraft:warden]
- Place fences to divide your test area.
- Summon a new warden on one side and any mob on the other side, making sure that the Warden and the mob are pretty close. (The player can also be that mob on the other side)
- Wait for the Warden to sniff the player or any mob 3 times
Observed Result:
The Warden gets angry at the player or mob after 3 sniffs.Expected Result:
The Warden will not get angry at the player or mob after 3 sniffs.
The WardenGetsAngryAfterSniffingA CloseMob 3TimesThe Warden gets angry after sniffing a close mob 3 times
The Bug
If a mob or player is close to a Warden when it sniffs 3 times in a row without colliding with it, the Warden will get angry at said mob or player.This might be intentional, but it isn't stated anywhere in the changelog, so I decided to create this post after someone said it wasn't in the changelog.
Steps to Reproduce
- Create a pretty big area. (I used a 7x7 area with a wool floor so I could run)
- Summon a Warden in the 7x7 area
- Go into survival.
- Start playing Marko Polo, making sure to keep a good distance from the Warden after each sniff.
- Notice how it doesn't get angry after 3 sniffs if you are far enough away.
- Kill the Warden with /kill @e[type=minecraft:warden]
- Place fences to divide your test area.
- Summon a new warden on one side and any mob on the other side, making sure that the Warden and the mob are pretty close. (The player can also be that mob on the other side)
- Wait for the Warden to sniff the player or any mob 3 times
Observed Result:
The Warden gets angry at the player or mob after 3 sniffs.Expected Result:
The Warden will not get angry at the player or mob after 3 sniffs.This might be intentional, but it isn't stated anywhere in the changelog, so I decided to create this post after someone said it wasn't in the changelog.
The Bug
If a mob or player is close to a Warden when it sniffs 3 times in a row without colliding with it, the Warden will get angry at said mob or player.Steps to Reproduce
- Create a pretty big area. (I used a 7x7 area with a wool floor so I could run)
- Summon a Warden in the 7x7 area
- Go into survival.
- Start playing Marko Polo, making sure to keep a good distance from the Warden after each sniff.
- Notice how it doesn't get angry after 3 sniffs if you are far enough away.
- Kill the Warden with /kill @e[type=minecraft:warden]
- Place fences to divide your test area.
- Summon a new warden on one side and any mob on the other side, making sure that the Warden and the mob are pretty close. (The player can also be that mob on the other side)
- Wait for the Warden to sniff the player or any mob 3 times
Observed Result:
The Warden gets angry at the player or mob after 3 sniffs.Expected Result:
The Warden will not get angry at the player or mob after 3 sniffs.
The Bug:
When playing in peaceful difficulty and activating enough shriekers, the Wardens hitbox will show up then quickly disappear. It is like the Warden is spawning even though it is on peaceful difficulty. This might be related toMC-249473where you can hear the "Warden whines" sound even on peaceful.Steps to Reproduce:
Make sure the difficulty is on peaceful
Turn on hitboxes with "F3" + "b"
Activate skulk shriekers 3 timesObserved Results:
The Wardens hitbox is visible for a very short period of timeExpected Results:
The Warden's hitbox is not visible, as it shouldn't be spawning in the first place.The Bug:
When playing in peaceful difficulty and activating enough shriekers, the Wardens hitbox will show up then quickly disappear. It is like the Warden is spawning even though it is on peaceful difficulty. This might be related toMC-249473where you can hear the "Warden whines" sound even on peaceful.Steps to Reproduce:
- Make sure the difficulty is on peaceful
- Turn on hitboxes with "F3" + "b"
- Activate skulk shriekers 3 times
Observed Results:
The Wardens hitbox is visible for a very short period of timeExpected Results:
The Warden's hitbox is not visible, as it shouldn't be spawning in the first place.
The Bug:
When playing in peaceful difficulty and activating enough shriekers, the Wardens hitbox will show up then quickly disappear. It is like the Warden is spawning even though it is on peaceful difficulty. This might be related toMC-249473where you can hear the "Warden whines" sound even on peaceful.Steps to Reproduce:
- Make sure the difficulty is on peaceful
- Turn on hitboxes with "F3" + "b"
- Activate s
kulk shriekers 3 timesObserved Results:
The Wardens hitbox is visible for a very short period of timeExpected Results:
The Warden's hitbox is not visible, as it shouldn't be spawning in the first place.The Bug:
When playing in peaceful difficulty and activating enough sculk shriekers, the Wardens hitbox will show up then quickly disappear. It is like the Warden is spawning even though it is on peaceful difficulty. This might be related toMC-249473where you can hear the "Warden whines" sound even on peaceful.Steps to Reproduce:
- Make sure the difficulty is on peaceful
- Turn on hitboxes with "F3" + "b"
- Activate sculk shriekers 3 times
Observed Results:
The Wardens hitbox is visible for a very short period of timeExpected Results:
The Warden's hitbox is not visible, as it shouldn't be spawning in the first place.
This might be intentional as many mobs follow this rule, but it seems odd for the Warden.
The bug:
If the Warden is far away, the Warden has a chance to just despawn, even if you keep distracting it from a distance. The Warden is not digging down to despawn, it is just disappearing.Steps to reproduce:
- Summon a Warden
- Go pretty far away. I am not sure what the exact minimum distance is for other mobs to start despawning normally.
- Start distracting it with any projectile so that it doesn't dig down and despawn normally.
Observed results:
The Warden has a chance (I believe every in-game tick like with other hostile mobs) to despawnExpected results:
The Warden should only despawn when digging into the ground.
This might be intentional as many mobs follow this rule, but it seems odd for the Warden.
The bug:
If the Warden is far away, the Warden has a chance to just despawn, even if you keep distracting it from a distance. The Warden is not digging down to despawn,it is just disappearing.Steps to reproduce:
- Summon a Warden
- Go pretty far away. I am not sure what the exact minimum distance is for other mobs to start despawning normally.
- Start distracting it with any projectile so that it doesn't dig down and despawn normally.
Observed results:
The Warden has a chance (I believe every in-game tick like with other hostile mobs) to despawnExpected results:
The Warden should only despawn when digging into the ground.This might be intentional as many mobs follow this rule, but it seems odd for the Warden.
The bug:
If the Warden is far away, the Warden has a chance to just despawn, even if you keep distracting it from a distance. The Warden is not digging down to despawn and it is instead just disappearing.Steps to reproduce:
- Summon a Warden
- Go pretty far away. I am not sure what the exact minimum distance is for other mobs to start despawning normally.
- Start distracting it with any projectile so that it doesn't dig down and despawn normally.
Observed results:
The Warden has a chance (I believe every in-game tick like with other hostile mobs) to despawnExpected results:
The Warden should only despawn when digging into the ground.
This might be intentional as many mobs follow this rule, but it seems odd for the Warden.
The bug:
If the Warden is far away, the Warden has a chance to just despawn, even if you keep distracting it from a distance. The Warden is not digging down to despawn and it is instead just disappearing.Steps to reproduce:
- Summon a Warden
- Go pretty far away. I am not sure what the exact minimum distance is for other mobs to start despawning normally.
- Start distracting it with any projectile so that it doesn't dig down and despawn normally.
Observed results:
The Warden has a chance (I believe every in-game tick like with other hostile mobs) to despawnExpected results:
The Warden should only despawn when digging into the ground.
This might be intentional as many mobs follow this rule, but it seems odd for the Warden.
The bug:
If the Warden is far away, the Warden has a chance to just despawn, even if you keep distracting it from a distance. The Warden is not digging down to despawn and it is instead just disappearing.Steps to reproduce:
- Summon a
Warden- Go pretty far away. I am not sure what the exact minimum distance is for other mobs to start despawning normally.
Start distracting it with any projectile so that it doesn't dig down and despawn normally.Observed results:
The Warden has a chance (I believe every in-game tick like with other hostile mobs) to despawnExpected results:
The Warden should only despawn when digging into the ground.This might be intentional as many mobs follow this rule, but it seems odd for the Warden.
The bug:
If the Warden is far away, the Warden has a chance to just despawn, even if you keep distracting it from a distance. The Warden is not digging down to despawn and it is instead just disappearing.Steps to reproduce:
- Summon a warden
- /tp @s ~-130 ~ ~ -90 0
- /tp @s ~130 ~ ~ -90 0 (Or you can just fly back to where the warden was summoned)
Observed results:
The Warden has a chance (I believe every in-game tick like with other hostile mobs) to despawnExpected results:
The Warden should only despawn when digging into the ground.
This might be intentional as many mobs follow this rule, but it seems odd for the Warden.
The bug:
If the Warden is far away, the Warden has a chance to just despawn, even if you keep distracting it from a distance. The Warden is not digging down to despawn and it is instead just disappearing.Steps to reproduce:
- Summon a warden
- /tp @s ~-130 ~ ~ -90 0
- /tp @s ~130 ~ ~ -90 0 (Or you can just fly back to where the warden was summoned)
Observed results:
The Warden has a chance (I believe every in-game tick like with other hostile mobs) to despawnExpected results:
The Warden should only despawn when digging into the ground.This might be intentional as many mobs follow this rule, but it seems odd for the Warden.
![]()
The bug:
If the Warden is far away, the Warden has a chance to just despawn, even if you keep distracting it from a distance. The Warden is not digging down to despawn and it is instead just disappearing.Steps to reproduce:
- Summon a warden
- /tp @s ~-130 ~ ~ -90 0
- /tp @s ~130 ~ ~ -90 0 (Or you can just fly back to where the warden was summoned)
Observed results:
The warden has despawned immediately because the warden is over 128 blocks away.
It can also despawn randomly if it is in between 32 blocks and 128 blocks away as seen in the picture above.Expected results:
The Warden should only despawn when digging into the ground.
This might be intentional as many mobs follow this rule, but it seems odd for the Warden.
![]()
The bug:
If the Warden is far away, the Warden has a chance to just despawn, even if you keep distracting it from a distance. The Warden is not digging down to despawn and it is instead just disappearing.Steps to reproduce:
- Summon a warden
- /tp @s ~-130 ~ ~ -90 0
- /tp @s ~130 ~ ~ -90 0 (Or you can just fly back to where the warden was summoned)
Observed results:
The warden has despawned immediately because the warden is over 128 blocks away.
It can also despawn randomly if it is in between 32 blocks and 128 blocks away as seen in the picture above.Expected results:
The Warden should only despawn when digging into the ground.This might be intentional as many mobs follow this rule, but it seems odd for the Warden.
![]()
The bug:
If the Warden is far away, the Warden has a chance to just despawn, even if you keep distracting it from a distance. The Warden is not digging down to despawn and it is instead just disappearing.Steps to reproduce:
- Summon a warden
- /tp @s ~-130 ~ ~ -90 0
- /tp @s ~130 ~ ~ -90 0 (Or you can just fly back to where the warden was summoned)
Observed results:
The warden has despawned immediately because the warden is over 128 blocks away.
It can also despawn randomly if it is in between 32 blocks and 128 blocks away as seen in the picture above.Expected results:
The Warden should only despawn when digging into the ground.
First reported in
MC-248722. This report was made during the Experimental snapshot so it was marked as invalid. This issue still happens in 22w13a.The bug:
I was going to a bunch of different ancient cities to learn more about the ancient city structures and seeing whats new. I came across an ancient city which was completely destroyed from the generation of both water and lava aquifers.Seed where I found this issue:
-4958260856419505585Location of the ancient city:
/tp @s -20660 -28 -16091 -90 10Observed results:
Aquifers can take over ancient cities.Expected Results:
Aquifers can't take over ancient cities.
First reported in
MC-248722. This report was made during the Experimental snapshot so it was marked as invalid. This issue still happens in 22w13a.The bug:
I was going to a bunch of different ancient cities to learn more about the ancient city structures and seeing whats new. I came across an ancient city which was completely destroyed from the generation of both water and lava aquifers.Seed where I found this issue:
-4958260856419505585Location of
theancient city:
/tp @s-20660-28-16091 -9010Observed results:
Aquifers can take over ancient cities.Expected Results:
Aquifers can't take over ancient cities.First reported in
MC-248722. This report was made during the Experimental snapshot so it was marked as invalid. This issue still happens in 22w13a.The bug:
I was going to a bunch of different ancient cities to learn more about the ancient city structures and seeing whats new. I came across an ancient city which was completely destroyed from the generation of both water and lava aquifers.Seed where I found this issue:
-4958260856419505585Locations of ancient cities:
/tp @s 1669 -33 -16758 120 30
/tp @s 42352 -35 -24530 -19 41Observed results:
Aquifers can take over ancient cities.Expected Results:
Aquifers can't take over ancient cities.
The Bug:
In previous snapshots, the Warden would get angry at the player as soon as the player collided with the Warden. This used to not be true for all mobs. In 22w14a, the Warden will now get angry with all mobs that collide with it. However, it takes a few collisions for the warden to get angry at a mob or player instead of getting angry right away.Steps to Reproduce:
- Create a big area made of wool by doing
- /fill ~10 ~5 ~10 ~-10 ~-1 ~-10 minecraft:white_wool hollow
- (This will just stop the warden from detecting vibrations so it can only get mad from enough sniffs and collisions)
- Summon a Warden
*Run into the Warden and collide with it.Observed Result:
- The Warden "takes notice" with the first collision
- The Warden "takes notice angrily" with the second collision
- The Warden "takes notice angrily" again with the third collision, roars, and starts chasing the player
Expected Result:
The Warden will get angry with the first collision and start attacking the player/mob it is colliding with.The Bug:
In previous snapshots, the Warden would get angry at the player as soon as the player collided with the Warden. This used to not be true for all mobs. In 22w14a, the Warden will now get angry with all mobs that collide with it. However, it takes a few collisions for the warden to get angry at a mob or player instead of getting angry right away.Steps to Reproduce:
- Create a big area made of wool by doing
- /fill ~10 ~5 ~10 ~-10 ~-1 ~-10 minecraft:white_wool hollow
- (This will just stop the warden from detecting vibrations so it can only get mad from enough sniffs and collisions)
- Summon a Warden
- Run into the Warden and collide with it.
Observed Result:
- The Warden "takes notice" with the first collision
- The Warden "takes notice angrily" with the second collision
- The Warden "takes notice angrily" again with the third collision, roars, and starts chasing the player
Expected Result:
The Warden will get angry with the first collision and start attacking the player/mob it is colliding with.
Warden doesn't get angry at any mob colliding with it right away.
Warden doesn't get angry atany mobcolliding with it right away.Warden doesn't get angry at mob/player colliding with it right away.
The Bug:
In previous snapshots, the Warden would get angry at the player as soon as the player collided with the Warden.This used to not be true for all mobs.In 22w14a, the Warden will now get angry withallmobs that collide with it. However, it takes a few collisions for the warden to get angry at a mob or player instead of getting angry right away.Steps to Reproduce:
- Create a big area made of wool by doing
- /fill ~10 ~5 ~10 ~-10 ~-1 ~-10 minecraft:white_wool hollow
- (This will just stop the warden from detecting vibrations so it can only get mad from enough sniffs and collisions)
- Summon a Warden
- Run into the Warden and collide with it.
Observed Result:
- The Warden "takes notice" with the first collision
- The Warden "takes notice angrily" with the second collision
- The Warden "takes notice angrily" again with the third collision, roars, and starts chasing the player
Expected Result:
The Warden will get angry with the first collision and start attacking the player/mob it is colliding with.The Bug:
In previous snapshots, the Warden would get angry at the player as soon as the player collided with the Warden. In 22w14a, the Warden will now get angry with mobs that collide with it as well. However, it now takes a few collisions for the warden to get angry at a mob or player instead of getting angry right away.Steps to Reproduce:
- Create a big area made of wool by doing
- /fill ~10 ~5 ~10 ~-10 ~-1 ~-10 minecraft:white_wool hollow
- (This will just stop the warden from detecting vibrations so it can only get mad from enough sniffs and collisions)
- Summon a Warden
- Run into the Warden and collide with it.
Observed Result:
- The Warden "takes notice" with the first collision
- The Warden "takes notice angrily" with the second collision
- The Warden "takes notice angrily" again with the third collision, roars, and starts chasing the player
Expected Result:
The Warden will get angry with the first collision and start attacking the player/mob it is colliding with.
I've noticed this a couple times in the previous snapshots, but it is so hard to replicate.
The bug:
The Warden can sometimes roar at a mob/player, but then walk around instead of chasing the mob/player
*Steps to reproduce:Note: This is very inconsistent and I can't get it to happen every time. But here's what I've been doing*
- Create a big room made out of wool using
/fill ~10 ~5 ~10 ~-10 ~-1 ~-10 minecraft:white_wool hollow- summon a Warden
- start angering it in different ways. I've ran into it a couple times and have had it smell me while close. I made sure to also do these things spread apart by a few seconds instead of doing a ton of these things at once.
- Whenever the Warden roared, I would try to run to see if it would chase.
Observed Results:
The Warden can sometimes, very inconsistently, roar but not chase the player/mobExpected Results:
The Warden will always chase a player/mob after roaring.I've noticed this a couple times in the previous snapshots, but it is so hard to replicate.
The bug:
The Warden can sometimes roar at a mob/player, but then walk around instead of chasing the mob/playerSteps to reproduce:
Note: This is very inconsistent and I can't get it to happen every time. But here's what I've been doing
- Create a big room made out of wool using
/fill ~10 ~5 ~10 ~-10 ~-1 ~-10 minecraft:white_wool hollow- summon a Warden
- start angering it in different ways. I've ran into it a couple times and have had it smell me while close. I made sure to also do these things spread apart by a few seconds instead of doing a ton of these things at once.
- Whenever the Warden roared, I would try to run to see if it would chase.
Observed Results:
The Warden can sometimes, very inconsistently, roar but not chase the player/mobExpected Results:
The Warden will always chase a player/mob after roaring.
Wardenroars, but doesn't start chasingWarden forgets it's target when the anger level of said target goes below 80
I've noticed this a couple times in the previous snapshots, but it is so hard to replicate.The bug:
The Wardencan sometimes roar at a mob/player, but then walk around instead of chasing the mob/playerSteps to reproduce:
Note: This is very inconsistent and I can't get it to happen every time. But here's what I've been doing
- Create a big room made out of wool using
/fill ~10 ~5 ~10 ~-10 ~-1 ~-10 minecraft:white_wool hollow- summon a Warden
- start angering it in different ways. I've ran into it a couple times and have had it smell me while close. I made sure to also do these things spread apart by a few seconds instead of doing a ton of these things at once.
- Whenever the Warden roared, I would try to run to see if it would chase.
Observed Results:
The Warden can sometimes, very inconsistently, roar but not chase the player/mobExpected Results:
The Warden willalways chase a player/mob after roaring.
I've noticed this a couple times in the previous snapshots, but it is so hard to replicate.
I have figured out the cause of the issue and replicating it is quite easy.
The bug:
The Warden will forget its target when the anger level of that target goes below 80. When it goes below 80, all suspects are removed, and the warden starts roaming with no anger level at all.Steps to reproduce:
Note: This is very inconsistent and I can't get it to happen every time. But here's what I've been doing
- Create a big room made out of wool using
/fill ~10 ~5 ~10 ~-10 ~-1 ~-10 minecraft:white_wool hollow- summon a Warden
- start angering it in different ways. I've ran into it a couple times and have had it smell me while close. I made sure to also do these things spread apart by a few seconds instead of doing a ton of these things at once.
- While the Warden is roaring run this command and note the anger level:
/data get entity @e[type=minecraft:warden,limit=1] anger- Once the Warden starts chasing you, run in circles inside the big room and don't die.
- Wait for the anger level towards you to go below 80
Observed Results:
The Warden can sometimes, very inconsistently, roar but not chase the player/mob
The Warden will forget all suspects and stop chasing the entity it is angry atExpected Results:
-The Warden will always chase a player/mob after roaring. -
The Warden will continue to chase the entity it is angry and not forget it's suspects.
I've noticed this a couple times in the previous snapshots, but it is so hard to replicate.
I have figured out the cause of the issue and replicating it is quite easy.
The bug:
The Warden will forget its target when the anger level of that target goes below 80. When it goes below 80, all suspects are removed, and the warden starts roaming with no anger level at all.Steps to reproduce:
Note: This is very inconsistent and I can't get it to happen every time. But here's what I've been doing
- Create a big room made out of wool using
/fill ~10 ~5 ~10 ~-10 ~-1 ~-10 minecraft:white_wool hollow- summon a Warden
- start angering it in different ways. I've ran into it a couple times and have had it smell me while close. I made sure to also do these things spread apart by a few seconds instead of doing a ton of these things at once.
- While the Warden is roaring run this command and note the anger level:
/data get entity @e[type=minecraft:warden,limit=1] anger- Once the Warden starts chasing you, run in circles inside the big room and don't die.
- Wait for the anger level towards you to go below 80
Observed Results:
The Warden can sometimes, very inconsistently, roar but not chase the player/mob
The Warden will forget all suspects and stop chasing the entity it is angry atExpected Results:
-The Warden willalways chase a player/mob after roaring. -
The Warden will continue to chase the entity it is angry and not forget it's suspects.
I've noticed this a couple times in the previous snapshots, but it is so hard to replicate.
I have figured out the cause of the issue and replicating it is quite easy.
The bug:
The Warden will forget its target when the anger level of that target goes below 80. When it goes below 80, all suspects are removed, and the warden starts roaming with no anger level at all.Steps to reproduce:
Note: This is very inconsistent and I can't get it to happen every time. But here's what I've been doing
- Create a big room made out of wool using
/fill ~10 ~5 ~10 ~-10 ~-1 ~-10 minecraft:white_wool hollow- summon a Warden
- start angering it in different ways. I've ran into it a couple times and have had it smell me while close. I made sure to also do these things spread apart by a few seconds instead of doing a ton of these things at once.
- While the Warden is roaring run this command and note the anger level:
/data get entity @e[type=minecraft:warden,limit=1] anger- Once the Warden starts chasing you, run in circles inside the big room and don't die.
- Wait for the anger level towards you to go below 80
Observed Results:
The Warden can sometimes, very inconsistently, roar but not chase the player/mob
The Warden will forget all suspects and stop chasing the entity it is angry atExpected Results:
The Warden will continue to chase the entity it is angry and not forget it's suspects.
I've noticed this a couple times in the previous snapshots, but it is so hard to replicate.
I have figured out the cause of the issue and replicating it is quite easy.
The bug:
The Warden will forget its target when the anger level of that target goes below 80. When it goes below 80, all suspects are removed, and the warden starts roaming with no anger level at all.Steps to reproduce:
Note: This is very inconsistent and I can't get it to happen every time. But here's what I've been doing
- Create a big room made out of wool using
/fill ~10 ~5 ~10 ~-10 ~-1 ~-10 minecraft:white_wool hollow- summon a Warden
- start angering it in different ways. I've ran into it a couple times and have had it smell me while close. I made sure to also do these things spread apart by a few seconds instead of doing a ton of these things at once.
- While the Warden is roaring run this command and note the anger level:
/data get entity @e[type=minecraft:warden,limit=1] anger- Once the Warden starts chasing you, run in circles inside the big room and don't die.
- Wait for the anger level towards you to go below 80
Observed Results:
The Warden can sometimes, very inconsistently, roar but not chase the player/mob
The Warden will forget all suspects and stop chasing the entity it is angry atExpected Results:
The Warden will continue to chase the entity it is angry and not forget it's suspects.
I've noticed this a couple times in the previous snapshots, but it is so hard to replicate.
I have figured out the cause of the issue and replicating it is quite easy.
The bug:
The Warden will forget its target when the anger level of that target goes below 80. When it goes below 80, all suspects are removed, and the warden starts roaming with no anger level at all.Steps to reproduce:
First, create a scoreboard with the command below
/scoreboard objectives add WardenAnger dummy
Inside of a repeating command block that is always active, enter this command.
execute as @e[type=minecraft:warden,limit=1] at @s store result score AngerLevel WardenAnger run data get entity @s anger.suspects[0].angerNow that we can take the anger value of the Warden towards an entity, create two separate fenced areas like seen in this screenshot
![]()
Observed Results:
The Warden can sometimes, very inconsistently, roar but not chase the player/mob
The Warden will forget all suspects and stop chasing the entity it is angry atExpected Results:
The Warden will continue to chase the entity it is angry and not forget it's suspects.
I've noticed this a couple times in the previous snapshots, but it is so hard to replicate.
I have figured out the cause of the issue and replicating it is quite easy.
The bug:
The Warden will forget its target when the anger level of that target goes below 80. When it goes below 80, all suspects are removed, and the warden starts roaming with no anger level at all.Steps to reproduce:
First, create a scoreboard with the command below
/scoreboard objectives add WardenAnger dummy
Inside of a repeating command block that is always active, enter this command.
execute as @e[type=minecraft:warden,limit=1] at @s store result score AngerLevel WardenAnger run data get entity @s anger.suspects[0].angerNow that we can take the anger value of the Warden towards an entity, create two separate fenced areas like seen in this screenshot
![]()
Observed Results:
The Warden can sometimes, very inconsistently, roar but not chase the player/mob
The Warden will forget all suspects and stop chasing the entity it is angry atExpected Results:
The Warden will continue to chase the entity it is angry and not forget it's suspects.
I've noticed this a couple times in the previous snapshots, but it is so hard to replicate.
I have figured out the cause of the issue and replicating it is quite easy.
The bug:
The Warden will forget its target when the anger level of that target goes below 80. When it goes below 80, all suspects are removed, and the warden starts roaming with no anger level at all.Steps to reproduce:
First, create a scoreboard with the command below
/scoreboard objectives add WardenAnger dummy
Inside of a repeating command block that is always active, enter this command.
execute as @e[type=minecraft:warden,limit=1] at @s store result score AngerLevel WardenAnger run data get entity @s anger.suspects[0].angerNow that we can take the anger value of the Warden towards an entity, create two separate fenced areas like seen in this screenshot
![]()
Observed Results:
The Warden can sometimes, very inconsistently, roar but not chase the player/mob
The Warden will forget all suspects and stop chasing the entity it is angry atExpected Results:
The Warden will continue to chase the entity it is angry and not forget it's suspects.
I've noticed this a couple times in the previous snapshots, but it is so hard to replicate.
I have figured out the cause of the issue and replicating it is quite easy.
The bug:
The Warden will forget its target when the anger level of that target goes below 80. When it goes below 80, all suspects are removed, and the warden starts roaming with no anger level at all.Steps to reproduce:
- Create a scoreboard with the command below
/scoreboard objectives add WardenAnger dummy- Inside of a repeating command block that is always active, enter this command.
execute as @e[type=minecraft:warden,limit=1] at @s store result score AngerLevel WardenAnger run data get entity @s anger.suspects[0].anger
- Create a wool area so that vibrations can't be detected by using the command below
/fill ~-10 ~-1 ~-10 ~10 ~5 ~10 minecraft:white_wool hollow- Create two separate fenced areas like seen in this screenshot
- Summon a Warden in one of the fenced areas and zombie in the other
- Observe the Wardens behavior and anger value
Observed Results:
The Warden can sometimes, very inconsistently, roar but not chase the player/mob
The Warden will forget all suspects and stop chasing the entity it is angry at when the anger value goes below 80Expected Results:
The Warden will continue to chase the entity it is angry and not forget it's suspects.
I've noticed this a couple times in the previous snapshots, but it is so hard to replicate.
I have figured out the cause of the issue and replicating it is quite easy.
The bug:
The Warden will forget its target when the anger level of that target goes below 80. When it goes below 80, all suspects are removed, and the warden starts roaming with no anger level at all.Steps to reproduce:
- Create a scoreboard with the command below
/scoreboard objectives add WardenAnger dummy- Inside of a repeating command block that is always active, enter this command.
execute as @e[type=minecraft:warden,limit=1] at @s store result score AngerLevel WardenAnger run data get entity @s anger.suspects[0].anger
- Create a wool area so that vibrations can't be detected by using the command below
/fill ~-10 ~-1 ~-10 ~10 ~5 ~10 minecraft:white_wool hollow- Create two separate fenced areas like seen in this screenshot
- Summon a Warden in one of the fenced areas and zombie in the other
- Observe the Wardens behavior and anger value
Observed Results:
The Warden can sometimes, very inconsistently, roar but not chase the player/mob
The Warden will forget all suspects and stop chasing the entity it is angry at when the anger value goes below 80Expected Results:
The Warden will continue to chase the entity it is angry and not forget it's suspects.
I've noticed this a couple times in the previous snapshots, but it is so hard to replicate.
I have figured out the cause of the issue and replicating it is quite easy.
The bug:
The Warden will forget its target when the anger level of that target goes below 80. When it goes below 80, all suspects are removed, and the warden starts roaming with no anger level at all.Steps to reproduce:
- Create a scoreboard with the command below
/scoreboard objectives add WardenAnger dummy- Inside of a repeating command block that is always active, enter this command.
execute as @e[type=minecraft:warden,limit=1] at @s store result score AngerLevel WardenAnger run data get entity @s anger.suspects[0].anger
- Create a wool area so that vibrations can't be detected by using the command below
/fill ~-10 ~-1 ~-10 ~10 ~5 ~10 minecraft:white_wool hollow- Create two separate fenced areas like seen in this screenshot
![]()
- Summon a Warden in one of the fenced areas and zombie in the other
- Observe the Wardens behavior and anger value
Observed Results:
The Warden can sometimes, very inconsistently, roar but not chase the player/mob
The Warden will forget all suspects and stop chasing the entity it is angry at when the anger value goes below 80Expected Results:
The Warden will continue to chase the entity it is angry and not forget it's suspects.
I've noticed this a couple times in the previous snapshots, but it is so hard to replicate.
I have figured out the cause of the issue and replicating it is quite easy.
The bug:
The Warden will forget its target when the anger level of that target goes below 80. When it goes below 80, all suspects are removed, and the warden starts roaming with no anger level at all.Steps to reproduce:
- Create a scoreboard with the command below
/scoreboard objectives add WardenAnger dummy
/scoreboard objectives setdisplay sidebar WardenAnger- Inside of a repeating command block that is always active, enter this command.
execute as @e[type=minecraft:warden,limit=1] at @s store result score AngerLevel WardenAnger run data get entity @s anger.suspects[0].anger
- Create a wool area so that vibrations can't be detected by using the command below
/fill ~-10 ~-1 ~-10 ~10 ~5 ~10 minecraft:white_wool hollow- Create two separate fenced areas like seen in this screenshot
![]()
- Summon a Warden in one of the fenced areas and zombie in the other
- Observe the Wardens behavior and anger value
Observed Results:
The Warden can sometimes, very inconsistently, roar but not chase the player/mob
The Warden will forget all suspects and stop chasing the entity it is angry at when the anger value goes below 80Expected Results:
The Warden will continue to chase the entity it is angry and not forget it's suspects.
I've noticed this a couple times in the previous snapshots, but it is so hard to replicate.
I have figured out the cause of the issue and replicating it is quite easy.
The bug:
The Warden will forget its target when the anger level of that target goes below 80. When it goes below 80, all suspects are removed, and the warden starts roaming with no anger level at all.Steps to reproduce:
- Create a scoreboard with the command below
/scoreboard objectives add WardenAnger dummy
/scoreboard objectives setdisplay sidebar WardenAnger- Inside of a repeating command block that is always active, enter this command.
execute as @e[type=minecraft:warden,limit=1] at @s store result score AngerLevel WardenAnger run data get entity @s anger.suspects[0].anger
- Create a wool area so that vibrations can't be detected by using the command below
/fill ~-10 ~-1 ~-10 ~10 ~5 ~10 minecraft:white_wool hollow- Create two separate fenced areas like seen in this screenshot
![]()
- Summon a Warden in one of the fenced areas and zombie in the other
- Observe the Wardens behavior and anger value
Observed Results:
The Warden can sometimes, very inconsistently, roar but not chase the player/mob
The Warden will forget all suspects and stop chasing the entity it is angry at when the anger value goes below 80Expected Results:
The Warden will continue to chase the entity it is angry and not forget it's suspects.
I've noticed this a couple times in the previous snapshots, but it is so hard to replicate.
I have figured out the cause of the issue and replicating it is quite easy.
The bug:
The Warden will forget its target when the anger level of that target goes below 80. When it goes below 80, all suspects are removed, and the warden starts roaming with no anger level at all.Steps to reproduce:
- Create a scoreboard with the command below
/scoreboard objectives add WardenAnger dummy
/scoreboard objectives setdisplay sidebar WardenAnger
- Inside of a repeating command block that is always active, enter this command.
execute as @e[type=minecraft:warden,limit=1] at @s store result score AngerLevel WardenAnger run data get entity @s anger.suspects[0].anger
- Create a wool area so that vibrations can't be detected by using the command below
/fill ~-10 ~-1 ~-10 ~10 ~5 ~10 minecraft:white_wool hollow
- Summon a Warden in one of the fenced areas and zombie in the other
- Observe the Wardens behavior and anger value
Observed Results:
The Warden can sometimes, very inconsistently, roar but not chase the player/mob
The Warden will forget all suspects and stop chasing the entity it is angry at when the anger value goes below 80Expected Results:
The Warden will continue to chase the entity it is angry and not forget it's suspects.
I've noticed this a couple times in the previous snapshots, but it is so hard to replicate.
I have figured out the cause of the issue and replicating it is quite easy.
The bug:
The Warden will forget its target when the anger level of that target goes below 80. When it goes below 80, all suspects are removed, and the warden starts roaming with no anger level at all.Steps to reproduce:
- Create a scoreboard with the command below
/scoreboard objectives add WardenAnger dummy
/scoreboard objectives setdisplay sidebar WardenAnger
- Inside of a repeating command block that is always active, enter this command.
execute as @e[type=minecraft:warden,limit=1] at @s store result score AngerLevel WardenAnger run data get entity @s anger.suspects[0].anger
- Create a wool area so that vibrations can't be detected by using the command below
/fill ~-10 ~-1 ~-10 ~10 ~5 ~10 minecraft:white_wool hollow
- Summon a Warden in one of the fenced areas and zombie in the other
- Observe the Wardens behavior and anger value
Observed Results:
The Warden can sometimes, very inconsistently, roar but not chase the player/mob
The Warden will forget all suspects and stop chasing the entity it is angry at when the anger value goes below 80Expected Results:
The Warden will continue to chase the entity it is angry and not forget it's suspects.
I've noticed this a couple times in the previous snapshots, but it is so hard to replicate.
I have figured out the cause of the issue and replicating it is quite easy.
The bug:
The Warden will forget its target when the anger level of that target goes below 80. When it goes below 80, all suspects are removed, and the warden starts roaming with no anger level at all.Steps to reproduce:
- Create a wool area so that vibrations can't be detected by using the command below
/fill ~-10 ~-1 ~-10 ~10 ~5 ~10 minecraft:white_wool hollow
- Create a scoreboard with the commands below
/scoreboard objectives add WardenAnger dummy
/scoreboard objectives setdisplay sidebar WardenAnger
- Inside of a repeating command block that is always active, enter this command.
execute as @e[type=minecraft:warden,limit=1] at @s store result score AngerLevel WardenAnger run data get entity @s anger.suspects[0].anger
- Summon a Warden in one of the fenced areas and zombie in the other
- Observe the Wardens behavior and anger value
Observed Results:
The Warden can sometimes, very inconsistently, roar but not chase the player/mob
The Warden will forget all suspects and stop chasing the entity it is angry at when the anger value goes below 80Expected Results:
The Warden will continue to chase the entity it is angry and not forget it's suspects.
Warden forgets it's targetwhen the anger level of said targetgoes below 80Warden forgets it's target and suspects if anger value goes below 80
Warden forgets it's target and all suspects if anger value goes below 80
I've noticed this a couple times in the previous snapshots, but it is so hard to replicate.
I have figured out the cause of the issue and replicating it is quite easy.
The bug:
The Warden will forget its target when the anger level of that target goes below 80. When it goes below 80, all suspects are removed, and the warden starts roaming with no anger level at all.Steps to reproduce:
- Create a wool area so that vibrations can't be detected by using the command below
/fill ~-10 ~-1 ~-10 ~10 ~5 ~10 minecraft:white_wool hollow
- Create a scoreboard with the commands below
/scoreboard objectives add WardenAnger dummy
/scoreboard objectives setdisplay sidebar WardenAnger
- Inside of a repeating command block that is always active, enter this command.
execute as @e[type=minecraft:warden,limit=1] at @s store result score AngerLevel WardenAnger run data get entity @s anger.suspects[0].anger
- Summon a Warden in one of the fenced areas and zombie in the other
- Observe the Wardens behavior and anger value
Observed Results:
The Warden can sometimes, very inconsistently, roar but not chase the player/mob
The Warden will forget all suspects and stop chasing the entity itisangry at when the anger value goes below 80Expected Results:
The Warden will continue to chase the entity itis angry and not forget it's suspects.
I've noticed this a couple times in the previous snapshots, but it is so hard to replicate.
I have figured out the cause of the issue and replicating it is quite easy.
The bug:
The Warden will forget its target when the anger level of that target goes below 80. When it goes below 80, all suspects are removed, and the warden starts roaming with no anger level at all. This creates oddSteps to reproduce:
- Create a wool area so that vibrations can't be detected by using the command below
/fill ~-10 ~-1 ~-10 ~10 ~5 ~10 minecraft:white_wool hollow
- Create a scoreboard with the commands below
/scoreboard objectives add WardenAnger dummy
/scoreboard objectives setdisplay sidebar WardenAnger
- Inside of a repeating command block that is always active, enter this command.
execute as @e[type=minecraft:warden,limit=1] at @s store result score AngerLevel WardenAnger run data get entity @s anger.suspects[0].anger
- Summon a Warden in one of the fenced areas and zombie in the other
- Observe the Wardens behavior and anger value
Observed Results:
The Warden can sometimes, very inconsistently, roar but not chase the player/mob
The Warden will forget all suspects and stop chasing the entity it just got angry at when the anger value goes below 80Expected Results:
The Warden will continue to chase the entity it just got angry at for a normal period of time, and then proceed to roam once the anger value of the suspect goes below 80.
I've noticed this a couple times in the previous snapshots, but it is so hard to replicate.
I have figured out the cause of the issue and replicating it is quite easy.
The bug:
The Warden will forget its target when the anger level of that target goes below 80. When it goes below 80, all suspects are removed, and the warden starts roaming with no anger level at all. This creates oddSteps to reproduce:
- Create a wool area so that vibrations can't be detected by using the command below
/fill ~-10 ~-1 ~-10 ~10 ~5 ~10 minecraft:white_wool hollow
- Create a scoreboard with the commands below
/scoreboard objectives add WardenAnger dummy
/scoreboard objectives setdisplay sidebar WardenAnger
- Inside of a repeating command block that is always active, enter this command.
execute as @e[type=minecraft:warden,limit=1] at @s store result score AngerLevel WardenAnger run data get entity @s anger.suspects[0].anger
- Summon a Warden in one of the fenced areas and zombie in the other
- Observe the Wardens behavior and anger value
Observed Results:
The Warden can sometimes, very inconsistently, roar but not chase the player/mob
The Warden will forget all suspects and stop chasing the entity it just got angry at when the anger value goes below 80Expected Results:
The Warden will continue to chase the entity it just got angry at for a normal period of time, and then proceed to roam once the anger value of the suspect goes below 80.
I've noticed this a couple times in the previous snapshots, but it is so hard to replicate.
I have figured out the cause of the issue and replicating it is quite easy.
The bug:
The Warden will forget its target when the anger level of that target goes below 80. When it goes below 80, all suspects are removed, and the warden starts roaming with no anger level at all. This creates very odd cases where the Warden can roar at a suspect, and then just completely forget all suspects, including the suspect it roared at.
Steps to reproduce:
- Create a wool area so that vibrations can't be detected by using the command below
/fill ~-10 ~-1 ~-10 ~10 ~5 ~10 minecraft:white_wool hollow
- Create a scoreboard with the commands below
/scoreboard objectives add WardenAnger dummy
/scoreboard objectives setdisplay sidebar WardenAnger
- Inside of a repeating command block that is always active, enter this command.
execute as @e[type=minecraft:warden,limit=1] at @s store result score AngerLevel WardenAnger run data get entity @s anger.suspects[0].anger
- Summon a Warden in one of the fenced areas and zombie in the other
- Observe the Wardens behavior and anger value
Observed Results:
The Warden can sometimes, very inconsistently, roar but not chase the player/mob
The Warden will forget all suspects and stop chasing the entity it just got angry at when the anger value goes below 80Expected Results:
The Warden will continue to chase the entity it just got angry at for a normal period of time, and then proceed to roam once the anger value of the suspect goes below 80.
I've noticed this a couple times in the previous snapshots, but it is so hard to replicate.
I have figured out the cause of the issue and replicating it is quite easy.
The bug:
The Warden will forget its target when the anger level of that target goes below 80. When it goes below 80, all suspects are removed, and the warden starts roaming with no anger level at all. This creates very odd cases where the Warden can roar at a suspect, and then just completely forget all suspects, including the suspect it roared at.
Steps to reproduce:
- Create a wool area so that vibrations can't be detected by using the command below
/fill ~-10 ~-1 ~-10 ~10 ~5 ~10 minecraft:white_wool hollow
- Create a scoreboard with the commands below
/scoreboard objectives add WardenAnger dummy
/scoreboard objectives setdisplay sidebar WardenAnger
- Inside of a repeating command block that is always active, enter this command.
execute as @e[type=minecraft:warden,limit=1] at @s store result score AngerLevel WardenAnger run data get entity @s anger.suspects[0].anger
- Summon a Warden in one of the fenced areas and zombie in the other
- Observe the Wardens behavior and anger value
Observed Results:
The Warden can sometimes, very inconsistently, roar but not chase the player/mob
The Warden willforget all suspects and stopchasingtheentityit just got angry atwhenthe anger value goes below 80
Expected Results:
The Warden will continue tochase theentity it just got angry at for a normal period of time, and then proceed to roam once the anger value ofthesuspectgoes below 80.
I've noticed this a couple times in the previous snapshots, but it is so hard to replicate.
I have figured out the cause of the issue and replicating it is quite easy.The bug:
It might be intended that the Warden stops chasing a suspect if the anger value of that suspect goes below 80, but it creates very odd cases where the Warden can roar at a suspect, and then just completely forget all suspects, including the suspect it just roared at. This happens when the anger value of a suspect just barely goes above 80 which is the threshold for making the Warden roar and chase a target.Steps to reproduce:
- Create a wool area so that vibrations can't be detected by using the command below
/fill ~-10 ~-1 ~-10 ~10 ~5 ~10 minecraft:white_wool hollow
- Create a scoreboard with the commands below
/scoreboard objectives add WardenAnger dummy
/scoreboard objectives setdisplay sidebar WardenAnger
- Inside of a repeating command block that is always active, enter this command.
execute as @e[type=minecraft:warden,limit=1] at @s store result score AngerLevel WardenAnger run data get entity @s anger.suspects[0].anger
- Summon a Warden in one of the fenced areas and zombie in the other
- Observe the Wardens behavior and anger value
Observed Results:
The Warden can sometimes, very inconsistently, roar but not chase the player/mob
The Warden will forget all suspects and stop chasing the entity it just got angry at when the anger value goes below 80Expected Results:
The Warden will continue to chase the suspect it just got angry at for a normal period of time, and then proceed to roam once the anger value of the suspect goes below 80.A possible solution
A possible solution could be to set the anger value to it's maximum value once a suspects anger value goes above 80. (I believe this value is 150 because no matter how many times I hit the Warden it never goes above this value). This will cause the Warden to chase the suspect for a normal amount of time. Once the suspects anger value goes below 80, that suspect will no longer become the target and the Warden will start looking for more suspects.
It might be intended that the Warden stops chasing a suspect if the anger value of that suspect goes below 80, but it creates very odd cases where the Warden can roar at a suspect, and then just completely forget all suspects, including the suspect it roared at, right afterwards. This happens when the anger value of a suspect just barely goes above 80.
A possible solution could be to set the anger value to it's maximum value once a suspects anger value goes above 80. (I believe this value is 150 because no matter how many times I hit the Warden it never goes above this value). This will cause the Warden to chase the suspect for a normal amount of time. Once the suspects anger value goes below 80, that suspect will no longer become the target and the Warden will start looking for more suspects.
I've noticed this a couple times in the previous snapshots, but it is so hard to replicate.
I have figured out the cause of the issue and replicating it is quite easy.The bug:
It might be intended that the Warden stops chasing a suspect if the anger value of that suspect goes below 80, but it creates very odd cases where the Warden can roar at a suspect, and then just completely forget all suspects, including the suspect it just roared at. This happens when the anger value of a suspect just barely goes above 80 which is the threshold for making the Warden roar and chase a target.Steps to reproduce:
- Create a wool area so that vibrations can't be detected by using the command below
/fill ~-10 ~-1 ~-10 ~10 ~5 ~10 minecraft:white_wool hollow
- Create a scoreboard with the commands below
/scoreboard objectives add WardenAnger dummy
/scoreboard objectives setdisplay sidebar WardenAnger
- Inside of a repeating command block that is always active, enter this command.
execute as @e[type=minecraft:warden,limit=1] at @s store result score AngerLevel WardenAnger run data get entity @s anger.suspects[0].anger
- Summon a Warden in one of the fenced areas and zombie in the other
- Observe the Wardens behavior and anger value
Observed Results:
The Warden can sometimes, very inconsistently, roar but not chase the player/mob
The Warden will forget all suspects and stop chasing the entity it just got angry at when the anger value goes below 80Expected Results:
The Warden will continue to chase the suspect it just got angry at for a normal period of time, and then proceed to roam once the anger value of the suspect goes below 80.A possible solution
A possible solution could be to set the anger value to it's maximum value once a suspects anger value goes above 80. (I believe this value is 150 because no matter how many times I hit the Warden it never goes above this value). This will cause the Warden to chase the suspect for a normal amount of time. Once the suspects anger value goes below 80, that suspect will no longer become the target and the Warden will start looking for more suspects.
I've noticed this a couple times in the previous snapshots, but it is so hard to replicate.
I have figured out the cause of the issue and replicating it is quite easy.The bug:
It might be intended that the Warden stops chasing a suspect if the anger value of that suspect goes below 80, but it creates very odd cases where the Warden can roar at a suspect, and then just completely forget all suspects, including the suspect it just roared at. This happens when the anger value of a suspect just barely goes above 80 which is the threshold for making the Warden roar and chase a target.Steps to reproduce:
- Create a wool area so that vibrations can't be detected by using the command below
/fill ~-10 ~-1 ~-10 ~10 ~5 ~10 minecraft:white_wool hollow
- Create a scoreboard with the commands below
/scoreboard objectives add WardenAnger dummy
/scoreboard objectives setdisplay sidebar WardenAnger
- Inside of a repeating command block that is always active, enter this command.
execute as @e[type=minecraft:warden,limit=1] at @s store result score AngerLevel WardenAnger run data get entity @s anger.suspects[0].anger
- Summon a Warden in one of the fenced areas and zombie in the other
- Observe the Wardens behavior and anger value
Observed Results:
The Warden can sometimes, very inconsistently, roar but not chase the player/mob
- The suspects anger value can barely go over 80 (which is the threshold for the Warden to roar and start chasing a target), and then quickly go below 80 which causes the Warden to stop chasing the suspect it just got angry at.
- All suspect data gets erased once a suspects anger value goes below 80
Expected Results:
- The Warden will continue to chase the suspect it just got angry at for a normal period of time, and then proceed to roam once the anger value of the suspect goes below 80.
- The Warden's suspect data will not be erased once the anger value of a suspect goes below 80.
A possible solution
A possible solution could be to set the anger value to it's maximum value once a suspects anger value goes above 80. (I believe this value is 150 because no matter how many times I hit the Warden it never goes above this value). This will cause the Warden to chase the suspect for a normal amount of time. Once the suspects anger value goes below 80, that suspect will no longer become the target and the Warden will start looking for more suspects. I could see the erasing of all suspect data being intentional after the Warden stops chasing a target, but it seems odd. The Warden should erase a suspects data if that suspects anger value reaches 0 instead of erasing all suspect data.
I've noticed this a couple times in the previous snapshots, but it is so hard to replicate.
I have figured out the cause of the issue and replicating it is quite easy.The bug:
It might be intended that the Warden stops chasing a suspect if the anger value of that suspect goes below 80, but it creates very odd cases where the Warden can roar at a suspect, and then just completely forget all suspects, including the suspect it just roared at. This happens when the anger value of a suspect just barely goes above 80 which is the threshold for making the Warden roar and chase a target.Steps to reproduce:
- Create a wool area so that vibrations can't be detected by using the command below
/fill ~-10 ~-1 ~-10 ~10 ~5 ~10 minecraft:white_wool hollow
- Create a scoreboard with the commands below
/scoreboard objectives add WardenAnger dummy
/scoreboard objectives setdisplay sidebar WardenAnger
- Inside of a repeating command block that is always active, enter this command.
execute as @e[type=minecraft:warden,limit=1] at @s store result score AngerLevel WardenAnger run data get entity @s anger.suspects[0].anger
- Summon a Warden in one of the fenced areas and zombie in the other
- Observe the Wardens behavior and anger value
Observed Results:
The Warden can sometimes, very inconsistently, roar but not chase the player/mob
- The suspects anger value can barely go over 80 (which is the threshold for the Warden to roar and start chasing a target), and then quickly go below 80 which causes the Warden to stop chasing the suspect it just got angry at.
- All suspect data gets erased once a suspects anger value goes below 80
Expected Results:
- The Warden will continue to chase the suspect it just got angry at for a normal period of time, and then proceed to roam once the anger value of the suspect goes below 80.
- The Warden's suspect data will not be erased once the anger value of a suspect goes below 80.
A possible solution
A possible solution could be to set the anger value to it's maximum value once a suspects anger value goes above 80. (I believe this value is 150 because no matter how many times I hit the Warden it never goes above this value). This will cause the Warden to chase the suspect for a normal amount of time. Once the suspects anger value goes below 80, that suspect will no longer become the target and the Warden will start looking for more suspects.I could see the erasing of all suspect data being intentional after the Warden stops chasing a target, but it seems odd. The Warden should erase a suspects data if that suspects anger value reaches 0 instead of erasing all suspect data.
Warden forgets it'stargetand all suspects if anger value goes below 80Warden can forget a target it just roared at.
I've noticed this a couple times in the previous snapshots, but it is so hard to replicate.
I have figured out the cause of the issue and replicating it is quite easy.The bug:
It might be intended that the Warden stops chasing a suspect if the anger value of that suspect goes below 80, but it creates very odd cases where the Warden can roar at a suspect,and thenjust completely forget all suspects, including the suspect it just roared at. This happens when the anger value of a suspect just barely goes above 80 which is the threshold for making the Warden roar and chase a target.Steps to reproduce:
- Create a wool area so that vibrations can't be detected by using the command below
/fill ~-10 ~-1 ~-10 ~10 ~5 ~10 minecraft:white_wool hollow
- Create a scoreboard with the commands below
/scoreboard objectives add WardenAnger dummy
/scoreboard objectives setdisplay sidebar WardenAnger
- Inside of a repeating command block that is always active, enter this command.
execute as @e[type=minecraft:warden,limit=1] at @s store result score AngerLevel WardenAnger run data get entity @s anger.suspects[0].anger
- Summon a Warden in one of the fenced areas and zombie in the other
- Observe the Wardens behavior and anger value
Observed Results:
The Warden can sometimes, very inconsistently, roar but not chase the player/mob
- The suspects anger value can barely go over 80 (which is the threshold for the Warden to roar and start chasing a target), and then quickly go below 80 which causes the Warden to stop chasing the suspect it just got angry at.
- All suspect data gets erased once a suspects anger value goes below 80
Expected Results:
- The Warden will continue to chase the suspect it just got angry at for a normal period of time, and then proceed to roam once the anger value of the suspect goes below 80.
- The Warden's suspect data will not be erased once the anger value of a suspect goes below 80.
A possible solution
A possible solution could be to set the anger value to it's maximum value once a suspects anger value goes above 80. (I believe this value is 150 because no matter how many times I hit the Warden it never goes above this value). This will cause the Warden to chase the suspect for a normal amount of time. Once the suspects anger value goes below 80, that suspect will no longer become the target and the Warden will start looking for more suspects.
I've noticed this a couple times in the previous snapshots, but it is so hard to replicate.
I have figured out the cause of the issue and replicating it is quite easy.The bug:
It might be intended that the Warden stops chasing a suspect if the anger value of that suspect goes below 80, but it creates very odd cases where the Warden can roar at a suspect and then stop chasing the suspect it just roared at. This happens when the anger value of a suspect just barely goes above 80 which is the threshold for making the Warden roar and chase a target.Steps to reproduce:
- Create a wool area so that vibrations can't be detected by using the command below
/fill ~-10 ~-1 ~-10 ~10 ~5 ~10 minecraft:white_wool hollow
- Create a scoreboard with the commands below
/scoreboard objectives add WardenAnger dummy
/scoreboard objectives setdisplay sidebar WardenAnger
- Inside of a repeating command block that is always active, enter this command.
execute as @e[type=minecraft:warden,limit=1] at @s store result score AngerLevel WardenAnger run data get entity @s anger.suspects[0].anger
- Summon a Warden in one of the fenced areas and zombie in the other
- Observe the Wardens behavior and anger value
Observed Results:
The Warden can sometimes, very inconsistently, roar but not chase the player/mob
- The suspects anger value can barely go over 80 (which is the threshold for the Warden to roar and start chasing a target), and then quickly go below 80 which causes the Warden to stop chasing the suspect it just got angry at.
All suspect data gets erased once a suspects anger value goes below 80Fixed in 22w15aExpected Results:
- The Warden will continue to chase the suspect it just got angry at for a normal period of time, and then proceed to roam once the anger value of the suspect goes below 80.
The Warden's suspect data will not be erased once the anger value of a suspect goes below 80.Fixed in 22w15aA possible solution
A possible solution could be to set the anger value to it's maximum value once a suspects anger value goes above 80. (I believe this value is 150 because no matter how many times I hit the Warden it never goes above this value). This will cause the Warden to chase the suspect for a normal amount of time. Once the suspects anger value goes below 80, that suspect will no longer become the target and the Warden will start looking for more suspects.
Warden canforgeta target it just roared atWarden can stop chasing a target it just roared at
This relates to
MC-250183, andMC-250198. So far I've had it happen when the warden's target despawns, gets into unloaded chunks, or if the target disconnects. What I believe causes this issue is the warden's target being outside of loaded chunks.The bug:
In a multiplayer server or LAN, if a warden's target disconnects from the server it will continue to roar until that target's anger value goes below 80.Steps to reproduce: (You need to create a scoreboard to see the anger value, but it can be useful visually seeing it)
- Join a multiplayer server or host one. I used Open to LAN for my testing.
- Create a scoreboard with the commands below
/scoreboard objectives add WardenAnger dummy
/scoreboard objectives setdisplay sidebar WardenAnger- Inside of a repeating command block that is always active, enter this command.
execute as @e[type=minecraft:warden,limit=1] at @s store result score AngerLevel WardenAnger run data get entity @s anger.suspects[0].anger- Have one person observe and another person anger the warden.
- Once the warden's anger value towards a player goes above 80, (this is when the warden roars), have that player disconnect
Observed results:
- The warden will roar until the anger value of the target goes below 80.
Expected results:
- It would stop trying to kill the disconnected target
Possible fix:
Maybe the warden can instead get mad at entities with a certain tag.Here's what I am thinking.
Currently, the nbt data that makes the warden chase a target is the anger.suspects[_array of suspects here_].anger value being greater than or equal to 80. What if that suspect with an anger value of 80 or higher is given a special tag. Think of it like the Bad Omen effect after killing a pillager captain. If a suspect with this special tag is in loaded chunks with a warden, the warden will roar and chase this suspect. If that suspect disconnects or gets out of loaded chunks, the warden will continue to roam because it doesn't see anything with the tag to kill.This relates to
MC-250183, andMC-250198. So far I've had it happen when the warden's target despawns, gets into unloaded chunks, or if the target disconnects. What I believe causes this issue is the warden's target being outside of loaded chunks.The bug:
In a multiplayer server or LAN, if a warden's target disconnects from the server it will continue to roar until that target's anger value goes below 80.Steps to reproduce: (You need to create a scoreboard to see the anger value, but it can be useful visually seeing it)
- Join a multiplayer server or host one. I used Open to LAN for my testing.
- Create a scoreboard with the commands below
/scoreboard objectives add WardenAnger dummy
/scoreboard objectives setdisplay sidebar WardenAnger- Inside of a repeating command block that is always active, enter this command.
execute as @e[type=minecraft:warden,limit=1] at @s store result score AngerLevel WardenAnger run data get entity @s anger.suspects[0].anger- Have one person observe and another person anger the warden.
- Once the warden's anger value towards a player goes above 80, (this is when the warden roars), have that player disconnect
Observed results:
- The warden will roar until the anger value of the target goes below 80.
Expected results:
- It would stop trying to kill the disconnected target
Possible fix:
I can see this bug being hard to fix, so here's an idea I came up with. Maybe the warden can instead get mad at entities with a certain tag. Currently, the nbt data that makes the warden chase a target is the anger.suspects[_array of suspects here_].anger value being greater than or equal to 80. What if that suspect with an anger value of 80 or higher is given a special tag. Think of it like the Bad Omen effect after killing a pillager captain. If a suspect with this special tag is in loaded chunks with a warden, the warden will roar and chase this suspect. If that suspect disconnects or gets out of loaded chunks, the warden will continue to roam because it doesn't see anything with the tag to kill.
This relates to
MC-250183, andMC-250198. So far I've had it happen when the warden's target despawns, gets into unloaded chunks, or if the target disconnects. What I believe causes this issue is the warden's target being outside of loaded chunks.The bug:
In a multiplayer server or LAN, if a warden's target disconnects from the server it will continue to roar until that target's anger value goes below 80.Steps to reproduce: (You need to create a scoreboard to see the anger value, but it can be useful visually seeing it)
- Join a multiplayer server or host one. I used Open to LAN for my testing.
- Create a scoreboard with the commands below
/scoreboard objectives add WardenAnger dummy
/scoreboard objectives setdisplay sidebar WardenAnger- Inside of a repeating command block that is always active, enter this command.
execute as @e[type=minecraft:warden,limit=1] at @s store result score AngerLevel WardenAnger run data get entity @s anger.suspects[0].anger- Have one person observe and another person anger the warden.
- Once the warden's anger value towards a player goes above 80, (this is when the warden roars), have that player disconnect
Observed results:
- The warden will roar until the anger value of the target goes below 80.
Expected results:
It would stop trying to kill the disconnected targetPossible fix:
I can see this bug being hard to fix, so here's an idea I came up with. Maybe the warden can instead get mad at entities with a certain tag. Currently, the nbt data that makes the warden chase a target is the anger.suspects[_array of suspects here_].anger value being greater than or equal to 80. What if that suspect with an anger value of 80 or higher is given a special tag. Think of it like the Bad Omen effect after killing a pillager captain. If a suspect with this special tag is in loaded chunks with a warden, the warden will roar and chase this suspect. If that suspect disconnects or gets out of loaded chunks, the warden will continue to roam because it doesn't see anything with the tag to kill.This relates to
MC-250183, andMC-250198. So far I've had it happen when the warden's target despawns, gets into unloaded chunks, or if the target disconnects. What I believe causes this issue is the warden's target being outside of loaded chunks.The bug:
In a multiplayer server or LAN, if a warden's target disconnects from the server it will continue to roar until that target's anger value goes below 80.Steps to reproduce: (You need to create a scoreboard to see the anger value, but it can be useful visually seeing it)
- Join a multiplayer server or host one. I used Open to LAN for my testing.
- Create a scoreboard with the commands below
/scoreboard objectives add WardenAnger dummy
/scoreboard objectives setdisplay sidebar WardenAnger- Inside of a repeating command block that is always active, enter this command.
execute as @e[type=minecraft:warden,limit=1] at @s store result score AngerLevel WardenAnger run data get entity @s anger.suspects[0].anger- Have one person observe and another person anger the warden.
- Once the warden's anger value towards a player goes above 80, (this is when the warden roars), have that player disconnect
Observed results:
- The warden will roar until the anger value of the target goes below 80.
Expected results:
- The Warden will retain it's anger value towards the suspect who disconnected or went into unloaded chunks, and proceed to search for more suspects.
- If a suspect that angered the warden rejoins, or the chunks they are in are loaded, the warden will roar and proceed to chase and try to kill that suspect.
This relates to
MC-250183, andMC-250198. So far I've had it happen when the warden's target despawns, gets into unloaded chunks, or if the target disconnects. What I believe causes this issue is the warden's target being outside of loaded chunks.The bug:
In a multiplayer server or LAN, if a warden's target disconnects from the server it will continue to roar until that target's anger value goes below 80.Steps to reproduce: (You need to create a scoreboard to see the anger value, but it can be useful visually seeing it)
- Join a multiplayer server or host one. I used Open to LAN for my testing.
- Create a scoreboard with the commands below
/scoreboard objectives add WardenAnger dummy
/scoreboard objectives setdisplay sidebar WardenAnger- Inside of a repeating command block that is always active, enter this command.
execute as @e[type=minecraft:warden,limit=1] at @s store result score AngerLevel WardenAnger run data get entity @s anger.suspects[0].anger- Have one person observe and another person anger the warden.
- Once the warden's anger value towards a player goes above 80, (this is when the warden roars), have that player disconnect
Observed results:
- The warden will roar until the anger value of the
targetgoes below 80.Expected results:
- The Warden will retain it's anger value towards the
suspect whodisconnectedor went into unloaded chunks,and proceed to search for more suspects.- If a
suspectthat angered the wardenrejoins, or the chunks they are in are loaded, the warden will roar and proceed to chase and try to kill thatsuspect.This relates to
MC-250183, andMC-250198. So far I've had it happen when the warden's target despawns, gets into unloaded chunks, or if the target disconnects. What I believe causes this issue is the warden's target being outside of loaded chunks.The bug:
In a multiplayer server or LAN, if a warden's target disconnects from the server it will continue to roar until that target's anger value goes below 80.Steps to reproduce: (You need to create a scoreboard to see the anger value, but it can be useful visually seeing it)
- Join a multiplayer server or host one. I used Open to LAN for my testing.
- Create a scoreboard with the commands below
/scoreboard objectives add WardenAnger dummy
/scoreboard objectives setdisplay sidebar WardenAnger- Inside of a repeating command block that is always active, enter this command.
execute as @e[type=minecraft:warden,limit=1] at @s store result score AngerLevel WardenAnger run data get entity @s anger.suspects[0].anger- Have one person observe and another person anger the warden.
- Once the warden's anger value towards a player goes above 80, (this is when the warden roars), have that player disconnect
Observed results:
- The warden will roar until the anger value of the player goes below 80.
Expected results:
- The Warden will retain it's anger value towards the disconnected player and proceed to search for more suspects.
- If a player that angered the warden disconnects and rejoins later, the warden will roar and proceed to chase and try to kill that player.
This relates to
MC-250183, andMC-250198. So far I've had it happen when the warden's target despawns, gets into unloaded chunks, or if the target disconnects. What I believe causes this issue is the warden's target being outside of loaded chunks.The bug:
In a multiplayer server or LAN, if a warden's target disconnects from the server it will continue to roar until that target's anger value goes below 80.Steps to reproduce: (You don't need to create a scoreboard to see the anger value, but it can be useful visually seeing it)
- Join a multiplayer server or host one. I used Open to LAN for my testing.
- Create a scoreboard with the commands below
/scoreboard objectives add WardenAnger dummy
/scoreboard objectives setdisplay sidebar WardenAnger- Inside of a repeating command block that is always active, enter this command.
execute as @e[type=minecraft:warden,limit=1] at @s store result score AngerLevel WardenAnger run data get entity @s anger.suspects[0].anger- Have one person observe and another person anger the warden.
- Once the warden's anger value towards a player goes above 80, (this is when the warden roars), have that player disconnect
Observed results:
- The warden will roar until the anger value of the player goes below 80.
Expected results:
- The Warden will retain it's anger value towards the disconnected player and proceed to search for more suspects.
- If a player that angered the warden disconnects and rejoins later, the warden will roar and proceed to chase and try to kill that player.
This relates to
MC-250,183andMC-2501. So far I've had it happen when the warden's target despawns, gets into unloaded chunks, or if the target disconnects. What I believe causes this issue is the warden's target being outside of loaded chunks.98The bug:
In a multiplayer server or LAN, if a warden's target disconnects from the server it will continue to roar until that target's anger value goes below 80.Steps to reproduce: (You don't need to create a scoreboard to see the anger value, but it can be useful visually seeing it)
- Join a multiplayer server or host one. I used Open to LAN for my testing.
- Create a scoreboard with the commands below
/scoreboard objectives add WardenAnger dummy
/scoreboard objectives setdisplay sidebar WardenAnger- Inside of a repeating command block that is always active, enter this command.
execute as @e[type=minecraft:warden,limit=1] at @s store result score AngerLevel WardenAnger run data get entity @s anger.suspects[0].anger- Have one person observe and another person anger the warden.
- Once the warden's anger value towards a player goes above 80, (this is when the warden roars), have that player disconnect
Observed results:
- The warden will roar until the anger value of the player goes below 80.
Expected results:
- The Warden will retain it's anger value towards the disconnected player and proceed to search for more suspects.
- If a player that angered the warden disconnects and rejoins later, the warden will roar and proceed to chase and try to kill that player.
This relates to
MC-250216,MC-250183, andMC-250198.The bug:
In a multiplayer server or LAN, if a warden's target disconnects from the server it will continue to roar until that target's anger value goes below 80.Steps to reproduce: (You don't need to create a scoreboard to see the anger value, but it can be useful visually seeing it)
- Join a multiplayer server or host one. I used Open to LAN for my testing.
- Create a scoreboard with the commands below
/scoreboard objectives add WardenAnger dummy
/scoreboard objectives setdisplay sidebar WardenAnger- Inside of a repeating command block that is always active, enter this command.
execute as @e[type=minecraft:warden,limit=1] at @s store result score AngerLevel WardenAnger run data get entity @s anger.suspects[0].anger- Have one person observe and another person anger the warden.
- Once the warden's anger value towards a player goes above 80, (this is when the warden roars), have that player disconnect
Observed results:
- The warden will roar until the anger value of the player goes below 80.
Expected results:
- The Warden will retain it's anger value towards the disconnected player and proceed to search for more suspects.
- If a player that angered the warden disconnects and rejoins later, the warden will roar and proceed to chase and try to kill that player.
This relates to
MC-25021,6MC-250,183andMC-250198.The bug:
In a multiplayer server or LAN, if a warden's target disconnects from the server it will continue to roar until that target's anger value goes below 80.Steps to reproduce: (You don't need to create a scoreboard to see the anger value, but it can be useful visually seeing it)
- Join a multiplayer server or host one. I used Open to LAN for my testing.
- Create a scoreboard with the commands below
/scoreboard objectives add WardenAnger dummy
/scoreboard objectives setdisplay sidebar WardenAnger- Inside of a repeating command block that is always active, enter this command.
execute as @e[type=minecraft:warden,limit=1] at @s store result score AngerLevel WardenAnger run data get entity @s anger.suspects[0].anger- Have one person observe and another person anger the warden.
- Once the warden's anger value towards a player goes above 80, (this is when the warden roars), have that player disconnect
Observed results:
- The warden will roar until the anger value of the player goes below 80.
Expected results:
- The Warden will retain it's anger value towards the disconnected player and proceed to search for more suspects.
- If a player that angered the warden disconnects and rejoins later, the warden will roar and proceed to chase and try to kill that player.
This relates to
MC-250218,MC-250216,MC-250183, andMC-250198.The bug:
In a multiplayer server or LAN, if a warden's target disconnects from the server it will continue to roar until that target's anger value goes below 80.Steps to reproduce: (You don't need to create a scoreboard to see the anger value, but it can be useful visually seeing it)
- Join a multiplayer server or host one. I used Open to LAN for my testing.
- Create a scoreboard with the commands below
/scoreboard objectives add WardenAnger dummy
/scoreboard objectives setdisplay sidebar WardenAnger- Inside of a repeating command block that is always active, enter this command.
execute as @e[type=minecraft:warden,limit=1] at @s store result score AngerLevel WardenAnger run data get entity @s anger.suspects[0].anger- Have one person observe and another person anger the warden.
- Once the warden's anger value towards a player goes above 80, (this is when the warden roars), have that player disconnect
Observed results:
- The warden will roar until the anger value of the player goes below 80.
Expected results:
- The Warden will retain it's anger value towards the disconnected player and proceed to search for more suspects.
- If a player that angered the warden disconnects and rejoins later, the warden will roar and proceed to chase and try to kill that player.
This relates to
MC-250218,MC-250216,MC-250183, andMC-250198.The bug:
In a multiplayer server or LAN, if a warden's target disconnects from the server it will continue to roar until that target's anger value goes below 80.Steps to reproduce: (You don't need to create a scoreboard to see the anger value, but it can be useful visually seeing it)
- Join a multiplayer server or host one. I used Open to LAN for my testing.
- Create a scoreboard with the commands below
/scoreboard objectives add WardenAnger dummy
/scoreboard objectives setdisplay sidebar WardenAnger- Inside of a repeating command block that is always active, enter this command.
execute as @e[type=minecraft:warden,limit=1] at @s store result score AngerLevel WardenAnger run data get entity @s anger.suspects[0].anger- Have one person observe and another person anger the warden.
- Once the warden's anger value towards a player goes above 80, (this is when the warden roars), have that player disconnect
Observed results:
- The warden will roar until the anger value of the player goes below 80.
Expected results:
- The Warden will retain it's anger value towards the disconnected player and proceed to search for more suspects.
- If a player that angered the warden disconnects and rejoins later, the warden will
roar andproceed to chase and try to kill that player.
This relates to
MC-250207,MC-250183, andMC-250198.The bug:
If the warden is angered by a target and the chunk that target is in gets unloaded, the warden will roar continuously until that targets anger value goes below 80.Steps to reproduce: (You don't need to create a scoreboard to see the anger value, but it can be useful visually seeing it)
- Create a scoreboard with the commands below
/scoreboard objectives add WardenAnger dummy
/scoreboard objectives setdisplay sidebar WardenAnger- Inside of a repeating command block that is always active, enter this command.
execute as @e[type=minecraft:warden,limit=1] at @s store result score AngerLevel WardenAnger run data get entity @s anger.suspects[0].anger- Spawn in a creeper
- Spawn in a warden
- Once the warden's anger value towards a player goes above 80, (this is when the warden roars), use the command below
/tp @e[type=minecraft:creeper] ~ ~100 ~200Observed result:
The warden will roar continuously until the wardens anger value towards the creeper goes below 80Expected results:
- The warden will retain the creepers anger value, but proceed to roam and look for other suspects.
- If the chunks that creeper was in were to be loaded, the warden would roar and proceed to chase and try to kill the target.
This relates to
MC-250207,MC-250183, andMC-250198.The bug:
If the warden is angered by a target and the chunk that target is in gets unloaded, the warden will roar continuously until that targets anger value goes below 80.Steps to reproduce: (You don't need to create a scoreboard to see the anger value, but it can be useful visually seeing it)
- Create a scoreboard with the commands below
/scoreboard objectives add WardenAnger dummy
/scoreboard objectives setdisplay sidebar WardenAnger- Inside of a repeating command block that is always active, enter this command.
execute as @e[type=minecraft:warden,limit=1] at @s store result score AngerLevel WardenAnger run data get entity @s anger.suspects[0].anger- Spawn in a creeper
- Spawn in a warden
- Once the warden's anger value towards a player goes above 80, (this is when the warden roars), use the command below
/tp @e[type=minecraft:creeper] ~ ~100 ~200Observed result:
- The warden will roar continuously until the wardens anger value towards the creeper goes below 80
Expected results:
- The warden will retain the creepers anger value, but proceed to roam and look for other suspects.
- If the chunks that creeper was in were to be loaded, the warden would roar and proceed to chase and try to kill the target.
This relates to
MC-250207,MC-250183, andMC-250198.The bug:
If the warden is angered by a target and the chunk that target is in gets unloaded, the warden will roar continuously until that targets anger value goes below 80.Steps to reproduce: (You don't need to create a scoreboard to see the anger value, but it can be useful visually seeing it)
- Create a scoreboard with the commands below
/scoreboard objectives add WardenAnger dummy
/scoreboard objectives setdisplay sidebar WardenAnger- Inside of a repeating command block that is always active, enter this command.
execute as @e[type=minecraft:warden,limit=1] at @s store result score AngerLevel WardenAnger run data get entity @s anger.suspects[0].anger- Spawn in a creeper
- Spawn in a warden
- Once the warden's anger value towards a player goes above 80, (this is when the warden roars), use the command below
/tp @e[type=minecraft:creeper] ~ ~100 ~200Observed result:
- The warden will roar continuously until the wardens anger value towards the creeper goes below 80
Expected results:
- The warden will retain the creepers anger value, but proceed to roam and look for other suspects.
- If the chunks that creeper was in were to be loaded, the warden would roar and proceed to chase and try to kill the target.
This relates to
MC-250207,MC-250183, andMC-250198.The bug:
If the warden is angered by a target and the chunk that target is in gets unloaded, the warden will roar continuously until that targets anger value goes below 80.Steps to reproduce: (You don't need to create a scoreboard to see the anger value, but it can be useful visually seeing it)
- Create a scoreboard with the commands below
/scoreboard objectives add WardenAnger dummy
/scoreboard objectives setdisplay sidebar WardenAnger- Inside of a repeating command block that is always active, enter this command.
execute as @e[type=minecraft:warden,limit=1] at @s store result score AngerLevel WardenAnger run data get entity @s anger.suspects[0].anger- Spawn in a creeper
- Spawn in a warden
- Once the warden's anger value towards a player goes above 80, (this is when the warden roars), use the command below
/tp @e[type=minecraft:creeper] ~ ~100 ~500Observed result:
- The warden will roar continuously until the wardens anger value towards the creeper goes below 80
Expected results:
- The warden will retain the creepers anger value, but proceed to roam and look for other suspects.
- If the chunks that creeper was in were to be loaded, the warden would roar and proceed to chase and try to kill the target.
This relates to
MC-2502,07MC-250,183andMC-250198.The bug:
If the warden is angered by a target and the chunk that target is in gets unloaded, the warden will roar continuously until that targets anger value goes below 80.Steps to reproduce: (You don't need to create a scoreboard to see the anger value, but it can be useful visually seeing it)
- Create a scoreboard with the commands below
/scoreboard objectives add WardenAnger dummy
/scoreboard objectives setdisplay sidebar WardenAnger- Inside of a repeating command block that is always active, enter this command.
execute as @e[type=minecraft:warden,limit=1] at @s store result score AngerLevel WardenAnger run data get entity @s anger.suspects[0].anger- Spawn in a creeper
- Spawn in a warden
- Once the warden's anger value towards a player goes above 80, (this is when the warden roars), use the command below
/tp @e[type=minecraft:creeper] ~ ~100 ~500Observed result:
- The warden will roar continuously until the wardens anger value towards the creeper goes below 80
Expected results:
- The warden will retain the creepers anger value, but proceed to roam and look for other suspects.
- If the chunks that creeper was in were to be loaded, the warden would roar and proceed to chase and try to kill the target.
This relates to
MC-250218,MC-250207,MC-250183, andMC-250198.The bug:
If the warden is angered by a target and the chunk that target is in gets unloaded, the warden will roar continuously until that targets anger value goes below 80.Steps to reproduce: (You don't need to create a scoreboard to see the anger value, but it can be useful visually seeing it)
- Create a scoreboard with the commands below
/scoreboard objectives add WardenAnger dummy
/scoreboard objectives setdisplay sidebar WardenAnger- Inside of a repeating command block that is always active, enter this command.
execute as @e[type=minecraft:warden,limit=1] at @s store result score AngerLevel WardenAnger run data get entity @s anger.suspects[0].anger- Spawn in a creeper
- Spawn in a warden
- Once the warden's anger value towards a player goes above 80, (this is when the warden roars), use the command below
/tp @e[type=minecraft:creeper] ~ ~100 ~500Observed result:
- The warden will roar continuously until the wardens anger value towards the creeper goes below 80
Expected results:
- The warden will retain the creepers anger value, but proceed to roam and look for other suspects.
- If the chunks that creeper was in were to be loaded, the warden would roar and proceed to chase and try to kill the target.
This relates to
MC-250218,MC-250207,MC-250183, andMC-250198.The bug:
If the warden is angered by a target and the chunk that target is in gets unloaded, the warden will roar continuously until that targets anger value goes below 80.Steps to reproduce: (You don't need to create a scoreboard to see the anger value, but it can be useful visually seeing it)
- Create a scoreboard with the commands below
/scoreboard objectives add WardenAnger dummy
/scoreboard objectives setdisplay sidebar WardenAnger- Inside of a repeating command block that is always active, enter this command.
execute as @e[type=minecraft:warden,limit=1] at @s store result score AngerLevel WardenAnger run data get entity @s anger.suspects[0].anger- Spawn in a creeper
- Spawn in a warden
- Once the warden's anger value towards
a playergoes above 80, (this is when the warden roars), use the command below
/tp @e[type=minecraft:creeper] ~ ~100 ~500Observed result:
- The warden will roar continuously until the wardens anger value towards the creeper goes below 80
Expected results:
- The warden will retain the creepers anger value, but proceed to roam and look for other suspects.
- If the chunks that creeper was in were to be loaded, the warden would roar and proceed to chase and try to kill the target.
This relates to
MC-250218,MC-250207,MC-250183, andMC-250198.The bug:
If the warden is angered by a target and the chunk that target is in gets unloaded, the warden will roar continuously until that targets anger value goes below 80.Steps to reproduce: (You don't need to create a scoreboard to see the anger value, but it can be useful visually seeing it)
- Create a scoreboard with the commands below
/scoreboard objectives add WardenAnger dummy
/scoreboard objectives setdisplay sidebar WardenAnger- Inside of a repeating command block that is always active, enter this command.
execute as @e[type=minecraft:warden,limit=1] at @s store result score AngerLevel WardenAnger run data get entity @s anger.suspects[0].anger- Spawn in a creeper with the command below
/summon creeper ~ ~ ~Unknown macro: {CustomNameVisible}- Spawn in a warden
- Once the warden's anger value towards Gary goes above 80, (this is when the warden roars), use the command below
/tp @e[name=Gary,type=creeper] ~ ~100 ~500Observed result:
- The warden will roar continuously until the wardens anger value towards the creeper goes below 80
Expected results:
- The warden will retain the creepers anger value, but proceed to roam and look for other suspects.
- If the chunks that creeper was in were to be loaded, the warden would roar and proceed to chase and try to kill the target.
This relates to
MC-250218,MC-250207,MC-250183, andMC-250198.The bug:
If the warden is angered by a target and the chunk that target is in gets unloaded, the warden will roar continuously until that targets anger value goes below 80.Steps to reproduce: (You don't need to create a scoreboard to see the anger value, but it can be useful visually seeing it)
- Create a scoreboard with the commands below
/scoreboard objectives add WardenAnger dummy
/scoreboard objectives setdisplay sidebar WardenAnger- Inside of a repeating command block that is always active, enter this command.
execute as @e[type=minecraft:warden,limit=1] at @s store result score AngerLevel WardenAnger run data get entity @s anger.suspects[0].anger- Spawn in a creeper with the command below
/summon creeper ~ ~ ~Unknown macro: {CustomNameVisible}- Spawn in a warden
- Once the warden's anger value towards Gary goes above 80, (this is when the warden roars), use the command below
/tp @e[name=Gary,type=creeper] ~ ~100 ~500Observed result:
- The warden will roar continuously until the wardens anger value towards the creeper goes below 80
Expected results:
- The warden will retain the creepers anger value, but proceed to roam and look for other suspects.
- If the chunks that creeper was in were to be loaded, the warden would roar and proceed to chase and try to kill the target.
This relates to
MC-250218,MC-250207,MC-250183, andMC-250198.The bug:
If the warden is angered by a target and the chunk that target is in gets unloaded, the warden will roar continuously until that targets anger value goes below 80.Steps to reproduce: (You don't need to create a scoreboard to see the anger value, but it can be useful visually seeing it)
- Create a scoreboard with the commands below
/scoreboard objectives add WardenAnger dummy /scoreboard objectives setdisplay sidebar WardenAnger- Inside of a repeating command block that is always active, enter this command.
execute as @e[type=minecraft:warden,limit=1] at @s store result score AngerLevel WardenAnger run data get entity @s anger.suspects[0].anger- Summon in a creeper with the command below (This creeper can't despawn so it's not producing the bug seen in
MC-250218)/summon creeper ~ ~ ~ {CustomNameVisible:1b,PersistenceRequired:1b,CustomName:'{"text":"Gary"}'}- Spawn in a warden
- Once the warden's anger value towards Gary goes above 80, (this is when the warden roars), use the command below
/tp @e[name=Gary,type=creeper] ~ ~100 ~500Observed result:
- The warden will roar continuously until the wardens anger value towards the creeper goes below 80
Expected results:
- The warden will retain the creepers anger value, but proceed to roam and look for other suspects.
- If the chunks that creeper was in were to be loaded, the warden would roar and proceed to chase and try to kill the target.
This relates to
MC-250218,MC-250207,MC-250183, andMC-250198.The bug:
If the warden is angered by a target and the chunk that target is in gets unloaded, the warden will roar continuously until that targets anger value goes below 80.Steps to reproduce: (You don't need to create a scoreboard to see the anger value, but it can be useful visually seeing it)
- Create a scoreboard with the commands below
/scoreboard objectives add WardenAnger dummy /scoreboard objectives setdisplay sidebar WardenAnger- Inside of a repeating command block that is always active, enter this command.
execute as @e[type=minecraft:warden,limit=1] at @s store result score AngerLevel WardenAnger run data get entity @s anger.suspects[0].anger- Summon in a creeper with the command below (This creeper can't despawn so it's not producing the bug seen in
MC-250218)/summon creeper ~ ~ ~ {CustomNameVisible:1b,PersistenceRequired:1b,CustomName:'{"text":"Gary"}'}- Spawn in a warden
- Once the warden's anger value towards Gary goes above 80, (this is when the warden roars), use the command below
/tp @e[name=Gary,type=creeper] ~ ~100 ~500Observed result:
- The warden will roar continuously until the wardens anger value towards the creeper goes below 80
Expected results:
- The warden will retain the creepers anger value, but proceed to roam and look for other suspects.
- If the chunks that creeper was in were to be loaded, the warden would
roar andproceed to chase and try to kill the target.
This relates to
MC-250216,MC-250207,MC-250183, andMC-250198.The bug:
If the warden is angered by a target and that mob despawns, the warden will continue to roar at the target until the anger value towards the target goes below 80.Steps to reproduce: (You don't need to create a scoreboard to see the anger value, but it can be useful visually seeing it)
- Create a scoreboard with the commands below
/scoreboard objectives add WardenAnger dummy
/scoreboard objectives setdisplay sidebar WardenAnger- Inside of a repeating command block that is always active, enter this command.
execute as @e[type=minecraft:warden,limit=1] at @s store result score AngerLevel WardenAnger run data get entity @s anger.suspects[0].anger
*Fly high enough to where two 1 block platforms, one with a warden and one with a creeper can be placed without obstruction using the commands below.DO NOT MOVE FOR THESE NEXT STEPS!
/fill ~ ~-4 ~ ~ ~-4 ~ stone
/fill ~10 ~-4 ~ ~10 ~-4 ~ stone
- Summon a Warden and then a creeper with the commands below
/summon minecraft:warden ~ ~-3 ~ {anger:Unknown macro: {suspects},PersistenceRequired:1b,Brain:{memories:{"minecraft:dig_cooldown":{value: {}, ttl: 1200L}}}}
{UUID:[I;1,1,1,1]}
/summon creeper ~10 ~4 ~- Once the warden's roars use the commands below
/tp @s ~-128 ~ ~ -90 20
/tp @s ~120 ~ ~ -90 20
The creeper should have despawned.
Observed result:
The warden will roar continuously until the wardens anger value towards the despawned creeper goes below 80Expected results:
The creeper no longer exists. The warden shouldn't try to kill something that doesn't exist.This relates to
MC-250216,MC-250207,MC-250183, andMC-250198.The bug:
If the warden is angered by a target and that mob despawns, the warden will continue to roar at the target until the anger value towards the target goes below 80.Steps to reproduce: (You don't need to create a scoreboard to see the anger value, but it can be useful visually seeing it)
- Create a scoreboard with the commands below
/scoreboard objectives add WardenAnger dummy
/scoreboard objectives setdisplay sidebar WardenAnger- Inside of a repeating command block that is always active, enter this command.
execute as @e[type=minecraft:warden,limit=1] at @s store result score AngerLevel WardenAnger run data get entity @s anger.suspects[0].anger
*Fly high enough to where two 1 block platforms, one with a warden and one with a creeper can be placed without obstruction using the commands below.DO NOT MOVE FOR THESE NEXT STEPS!
/fill ~ ~-4 ~ ~ ~-4 ~ stone
/fill ~10 ~-4 ~ ~10 ~-4 ~ stone
- Summon a Warden and then a creeper with the commands below
/summon minecraft:warden ~ ~-3 ~ {anger:{suspects:[{uuid:[1,1,1,1],anger:150}]},PersistenceRequired:1b,Brain:{memories:{"minecraft:dig_cooldown":{value: {}, ttl: 1200L}}}} /summon creeper ~10 ~4 ~ {UUID:[I;1,1,1,1]}
- Once the warden's roars use the commands below
/tp @s ~-128 ~ ~ -90 20
/tp @s ~120 ~ ~ -90 20
The creeper should have despawned.
Observed result:
The warden will roar continuously until the wardens anger value towards the despawned creeper goes below 80Expected results:
The creeper no longer exists. The warden shouldn't try to kill something that doesn't exist.
This relates to
MC-250216,MC-250207,MC-250183, andMC-250198.The bug:
If the warden is angered by a target and that mob despawns, the warden will continue to roar at the target until the anger value towards the target goes below 80.Steps to reproduce: (You don't need to create a scoreboard to see the anger value, but it can be useful visually seeing it)
- Create a scoreboard with the commands below
/scoreboard objectives add WardenAnger dummy
/scoreboard objectives setdisplay sidebar WardenAnger- Inside of a repeating command block that is always active, enter this command.
execute as @e[type=minecraft:warden,limit=1] at @s store result score AngerLevel WardenAnger run data get entity @s anger.suspects[0].anger
*Fly high enough to where two 1 block platforms, one with a warden and one with a creeper can be placed without obstruction using the commands below.DO NOT MOVE FOR THESE NEXT STEPS!
/fill ~ ~-4 ~ ~ ~-4 ~ stone
/fill ~10 ~-4 ~ ~10 ~-4 ~ stone
- Summon a Warden and then a creeper with the commands below
/summon minecraft:warden ~ ~-3 ~ {anger:{suspects:[{uuid:[1,1,1,1],anger:150}]},PersistenceRequired:1b,Brain:{memories:{"minecraft:dig_cooldown":{value: {}, ttl: 1200L}}}} /summon creeper ~10 ~4 ~ {UUID:[I;1,1,1,1]}
- Once the warden's roars use the commands below
/tp @s ~-128 ~ ~ -90 20
/tp @s ~120 ~ ~ -90 20
The creeper should have despawned.
Observed result:
The warden will roar continuously until the wardens anger value towards the despawned creeper goes below 80Expected results:
The creeper no longer exists. The warden shouldn't try to kill something that doesn't exist.This relates to
MC-250216,MC-250207,MC-250183, andMC-250198.The bug:
If the warden is angered by a target and that mob despawns, the warden will continue to roar at the target until the anger value towards the target goes below 80.Steps to reproduce: (You don't need to create a scoreboard to see the anger value, but it can be useful visually seeing it)
- Create a scoreboard with the commands below
/scoreboard objectives add WardenAnger dummy
/scoreboard objectives setdisplay sidebar WardenAnger- Inside of a repeating command block that is always active, enter this command.
execute as @e[type=minecraft:warden,limit=1] at @s store result score AngerLevel WardenAnger run data get entity @s anger.suspects[0].anger
*Fly high enough to where two 1 block platforms, one with a warden and one with a creeper can be placed without obstruction using the commands below.DO NOT MOVE FOR THESE NEXT STEPS!
/fill ~ ~-4 ~ ~ ~-4 ~ stone
/fill ~10 ~-4 ~ ~10 ~-4 ~ stone
- Summon a Warden and then a creeper with the commands below
/summon minecraft:warden ~ ~-3 ~ {anger:{suspects:[{uuid:[1,1,1,1],anger:150}]},PersistenceRequired:1b,Brain:{memories:{"minecraft:dig_cooldown":{value: {}, ttl: 1200L}}}} /summon creeper ~10 ~4 ~ {UUID:[I;1,1,1,1]}
- Once the warden's roars use the commands below
/tp @s ~-128 ~ ~ -90 20
/tp @s ~120 ~ ~5 -110 20
The creeper should have despawned.
Observed result:
The warden will roar continuously until the wardens anger value towards the despawned creeper goes below 80Expected results:
The creeper no longer exists. The warden shouldn't try to kill something that doesn't exist.
This relates to
MC-250216,MC-250207,MC-250183, andMC-250198.The bug:
If the warden is angered by a target and that mob despawns, the warden will continue to roar at the target until the anger value towards the target goes below 80.Steps to reproduce: (You don't need to create a scoreboard to see the anger value, but it can be useful visually seeing it)
- Create a scoreboard with the commands below
/scoreboard objectives add WardenAnger dummy
/scoreboard objectives setdisplay sidebar WardenAnger- Inside of a repeating command block that is always active, enter this command.
execute as @e[type=minecraft:warden,limit=1] at @s store result score AngerLevel WardenAnger run data get entity @s anger.suspects[0].anger
*Fly high enough to where two 1 block platforms, one with a warden and one with a creeper can be placed without obstruction using the commands below.DO NOT MOVE FOR THESE NEXT STEPS!
/fill ~ ~-4 ~ ~ ~-4 ~ stone
/fill ~10 ~-4 ~ ~10 ~-4 ~ stone
- Summon a Warden and then a creeper with the commands below
/summon minecraft:warden ~ ~-3 ~ {anger:{suspects:[{uuid:[1,1,1,1],anger:150}]},PersistenceRequired:1b,Brain:{memories:{"minecraft:dig_cooldown":{value: {}, ttl: 1200L}}}} /summon creeper ~10 ~4 ~ {UUID:[I;1,1,1,1]}
- Once the warden's roars use the commands below
/tp @s ~-128 ~ ~ -90 20
/tp @s ~120 ~ ~5 -110 20
The creeper should have despawned.
Observed result:
The warden will roar continuously until the wardens anger value towards the despawned creeper goes below 80Expected result
s:
The creeper no longer exists. The warden shouldn't try to kill something that doesn't exist.This relates to
MC-250216,MC-250207,MC-250183, andMC-250198.The bug:
If the warden is angered by a target and that mob despawns, the warden will continue to roar at the target until the anger value towards the target goes below 80.Steps to reproduce: (You don't need to create a scoreboard to see the anger value, but it can be useful visually seeing it)
- Create a scoreboard with the commands below
/scoreboard objectives add WardenAnger dummy /scoreboard objectives setdisplay sidebar WardenAnger- Inside of a repeating command block that is always active, enter this command.
execute as @e[type=minecraft:warden,limit=1] at @s store result score AngerLevel WardenAnger run data get entity @s anger.suspects[0].anger*Fly high enough to where two 1 block platforms, one with a warden and one with a creeper can be placed without obstruction using the commands below.
DO NOT MOVE FOR THESE NEXT STEPS!
/fill ~ ~-4 ~ ~ ~-4 ~ stone /fill ~10 ~-4 ~ ~10 ~-4 ~ stone /summon minecraft:warden ~ ~-3 ~ {anger:{suspects:[{uuid:[1,1,1,1],anger:150}]},PersistenceRequired:1b,Brain:{memories:{"minecraft:dig_cooldown":{value: {}, ttl: 1200L}}}} /summon creeper ~10 ~4 ~ {UUID:[I;1,1,1,1]}
- Once the warden's roars use the commands below
/tp @s ~-128 ~ ~ -90 20
/tp @s ~120 ~ ~5 -110 20
The creeper should have despawned.Observed result:
The warden will roar continuously until the wardens anger value towards the despawned creeper goes below 80Expected result:
The creeper no longer exists. The warden shouldn't try to kill something that doesn't exist.
This relates to
MC-250216,MC-250207,MC-250183, andMC-250198.The bug:
If the warden is angered by a target and that mob despawns, the warden will continue to roar at the target until the anger value towards the target goes below 80.Steps to reproduce: (You don't need to create a scoreboard to see the anger value, but it can be useful visually seeing it)
- Create a scoreboard with the commands below
/scoreboard objectives add WardenAnger dummy /scoreboard objectives setdisplay sidebar WardenAnger- Inside of a repeating command block that is always active, enter this command.
execute as @e[type=minecraft:warden,limit=1] at @s store result score AngerLevel WardenAnger run data get entity @s anger.suspects[0].anger*Fly high enough to where two 1 block platforms, one with a warden and one with a creeper can be placed without obstruction using the commands below.
DO NOT MOVE FOR THESE NEXT STEPS!
/fill ~ ~-4 ~ ~ ~-4 ~ stone /fill ~10 ~-4 ~ ~10 ~-4 ~ stone /summon minecraft:warden ~ ~-3 ~ {anger:{suspects:[{uuid:[1,1,1,1],anger:150}]},PersistenceRequired:1b,Brain:{memories:{"minecraft:dig_cooldown":{value: {}, ttl: 1200L}}}} /summon creeper ~10 ~4 ~ {UUID:[I;1,1,1,1]}
- Once the warden's roars use the commands below
/tp @s ~-128 ~ ~ -90 20
/tp @s ~120 ~ ~5 -110 20
The creeper should have despawned.Observed result:
The warden will roar continuously until the wardens anger value towards the despawned creeper goes below 80Expected result:
The creeper no longer exists. The warden shouldn't try to kill something that doesn't exist.This relates to
MC-250216,MC-250207,MC-250183, andMC-250198.The bug:
If the warden is angered by a target and that mob despawns, the warden will continue to roar at the target until the anger value towards the target goes below 80.Steps to reproduce: (You don't need to create a scoreboard to see the anger value, but it can be useful visually seeing it)
- Create a scoreboard with the commands below
/scoreboard objectives add WardenAnger dummy /scoreboard objectives setdisplay sidebar WardenAnger- Inside of a repeating command block that is always active, enter this command.
execute as @e[type=minecraft:warden,limit=1] at @s store result score AngerLevel WardenAnger run data get entity @s anger.suspects[0].anger
- Fly high enough to where two 1 block platforms, one with a warden and one with a creeper can be placed without obstruction using the commands below.
DO NOT MOVE FOR THESE NEXT STEPS!
/fill ~ ~-4 ~ ~ ~-4 ~ stone /fill ~10 ~-4 ~ ~10 ~-4 ~ stone /summon minecraft:warden ~ ~-3 ~ {anger:{suspects:[{uuid:[1,1,1,1],anger:150}]},PersistenceRequired:1b,Brain:{memories:{"minecraft:dig_cooldown":{value: {}, ttl: 1200L}}}} /summon creeper ~10 ~4 ~ {UUID:[I;1,1,1,1]}
- Once the warden's roars use the commands below
/tp @s ~-128 ~ ~ -90 20
/tp @s ~120 ~ ~5 -110 20
The creeper should have despawned.Observed result:
The warden will roar continuously until the wardens anger value towards the despawned creeper goes below 80Expected result:
The creeper no longer exists. The warden shouldn't try to kill something that doesn't exist.
This relates to
MC-250216,MC-250207,MC-250183, andMC-250198.The bug:
If the warden is angered by a target and that mob despawns, the warden will continue to roar at the target until the anger value towards the target goes below 80.Steps to reproduce: (You don't need to create a scoreboard to see the anger value, but it can be useful visually seeing it)
- Create a scoreboard with the commands below
/scoreboard objectives add WardenAnger dummy /scoreboard objectives setdisplay sidebar WardenAnger- Inside of a repeating command block that is always active, enter this command.
execute as @e[type=minecraft:warden,limit=1] at @s store result score AngerLevel WardenAnger run data get entity @s anger.suspects[0].anger
- Fly high enough to where two 1 block platforms, one with a warden and one with a creeper can be placed without obstruction using the commands below.
DO NOT MOVE FOR THESE NEXT STEPS!
/fill ~ ~-4 ~ ~ ~-4 ~ stone /fill ~10 ~-4 ~ ~10 ~-4 ~ stone /summon minecraft:warden ~ ~-3 ~ {anger:{suspects:[{uuid:[1,1,1,1],anger:150}]},PersistenceRequired:1b,Brain:{memories:{"minecraft:dig_cooldown":{value: {}, ttl: 1200L}}}} /summon creeper ~10 ~4 ~ {UUID:[I;1,1,1,1]}
- Once the warden's roars use the commands below
/tp @s ~-128 ~ ~ -90 20
/tp @s ~120 ~ ~5 -110 20
The creeper should have despawned.Observed result:
The warden will roar continuously until the wardens anger value towards the despawned creeper goes below 80Expected result:
The creeper no longer exists. The warden shouldn't try to kill something that doesn't exist.This relates to
MC-250216,MC-250207,MC-250183, andMC-250198.The bug:
If the warden is angered by a target and that mob despawns, the warden will continue to roar at the target until the anger value towards the target goes below 80.Steps to reproduce: (You don't need to create a scoreboard to see the anger value, but it can be useful visually seeing it)
- Create a scoreboard with the commands below
/scoreboard objectives add WardenAnger dummy /scoreboard objectives setdisplay sidebar WardenAnger- Inside of a repeating command block that is always active, enter this command.
execute as @e[type=minecraft:warden,limit=1] at @s store result score AngerLevel WardenAnger run data get entity @s anger.suspects[0].anger
- Fly high enough to where two 1 block platforms, one with a warden and one with a creeper can be placed without obstruction using the commands below.
/fill ~ ~-4 ~ ~ ~-4 ~ stone /fill ~10 ~-4 ~ ~10 ~-4 ~ stone /summon minecraft:warden ~ ~-3 ~ {anger:{suspects:[{uuid:[1,1,1,1],anger:150}]},PersistenceRequired:1b,Brain:{memories:{"minecraft:dig_cooldown":{value: {}, ttl: 1200L}}}} /summon creeper ~10 ~4 ~ {UUID:[I;1,1,1,1]}
- Once the warden's roars use the commands below
/tp @s ~-128 ~ ~ -90 20
/tp @s ~120 ~ ~5 -110 20
The creeper should have despawned.Observed result:
The warden will roar continuously until the wardens anger value towards the despawned creeper goes below 80Expected result:
The creeper no longer exists. The warden shouldn't try to kill something that doesn't exist.
It seems the main issue regarding all these related reports is that the warden is trying to kill something that is no longer there. I'm thinking that the warden should retain its anger value towards the target but still roam around if that target is no longer there. Then when that target loads back in, the warden will roar and try to kill the target again.
I was messing around with a named warden and I had it chase me throughout the ancient city. I noticed that it had stopped chasing me so I went to go see what it was stuck on. The warden was stuck trying to walk past a ladder in the ancient city corridors.
The bug:
Warden's can't walk past ladders. (sorta likeMC-249642where it couldn't pass rails)Steps to reproduce:
- Create a corridor with ladders on one side like in the picture below.
![]()
- Summon a warden.
- Attack the warden when it is near the side with ladders.
Observed results:
The wardenwillcan't walk past the ladderExpected results:
The warden will walk past the ladder
I was messing around with a named warden and I had it chase me throughout the ancient city. I noticed that it had stopped chasing me so I went to go see what it was stuck on. The warden was stuck trying to walk past a ladder in the ancient city corridors.
The bug:
Warden's can't walk past ladders. (sorta likeMC-249642where it couldn't pass rails)
What I believe is happening is the warden is trying to pathfind through the block that has ladders, but it's hitbox is colliding with the ladder so it can't move forward. Here's a scuffed drawing of what I think is happening![]()
Steps to reproduce:
- Create a corridor with ladders on one side like in the picture below.
![]()
- Summon a warden.
- Attack the warden when it is near the side with ladders.
Observed results:
The warden can't walk past the ladderExpected results:
The warden will walk past the ladder
I was messing around with a named warden and I had it chase me throughout the ancient city. I noticed that it had stopped chasing me so I went to go see what it was stuck on. The warden was stuck trying to walk past a ladder in the ancient city corridors.
The bug:
Warden's can't walk past ladders. (sorta likeMC-249642where it couldn't pass rails)
What I believe is happening is the warden is trying to pathfind through the block that has ladders, but it's hitbox is colliding with the ladder so it can't move forward. Here's a scuffed drawing of what I think is happening![]()
Steps to reproduce:
- Create a corridor with ladders on one side like in the picture below.
![]()
- Summon a warden.
- Attack the warden when it is near the side with ladders.
Observed results:
The warden can't walk past the ladderExpected results:
The warden will walk past the ladderI was messing around with a named warden and I had it chase me throughout the ancient city. I noticed that it had stopped chasing me so I went to go see what it was stuck on. The warden was stuck trying to walk past a ladder in the ancient city corridors.
The bug:
Warden's can't walk past ladders. (sorta likeMC-249642where it couldn't pass rails)
What I believe is happening is the warden is trying to path find through the block that has ladders, but it's hitbox is colliding with the ladder so it can't move forward. Here's a scuffed drawing of what I think is happening.
![]()
Steps to reproduce:
- Create a corridor with ladders on one side like in the picture below.
![]()
- Summon a warden.
- Attack the warden when it is near the side with ladders.
Observed results:
The warden can't walk past the ladderExpected results:
The warden will walk past the ladder
I was messing around with a named warden and I had it chase me throughout the ancient city. I noticed that it had stopped chasing me so I went to go see what it was stuck on. The warden was stuck trying to walk past a ladder in the ancient city corridors.
The bug:
Warden's can't walk past ladders.(sorta likeMC-249642where it couldn't pass rails)
What I believe is happening is the warden is trying to path find through the block that has ladders, but it's hitbox is colliding with the ladder so it can't move forward. Here's a scuffed drawing of what I think is happening.
![]()
Steps to reproduce:
- Create a corridor with ladders on one side like in the picture below.
![]()
- Summon a warden.
- Attack the warden when it is near the side with ladders.
Observed results:
The warden can't walk past the ladderExpected results:
The warden will walk past the ladder
The bug:
Even though I using a skin I made, in 22w17a it is using the default skin.Steps to Reproduce:
Select a custom skin in the Minecraft Launcher
Open Minecraft Java Edition and join a world.Observed Results:
You won't be using your skin and the default skin is used.Expected Results:
You will be using your skin that is selected in the launcher.
I have created a server using the 22w17a server jar. This bug is not present in multiplayer servers.
The bug:
Even though I using a skin I made, in 22w17a it is using the default skin.Steps to Reproduce:
Select a custom skin in the Minecraft Launcher
Open Minecraft Java Edition and join a world.Observed Results:
You won't be using your skin and the default skin is used.Expected Results:
You will be using your skin that is selected in the launcher.
User skins don't load in singleplayer
I have created a server using the 22w17a server jar. This bug is not present in multiplayer servers.
The bug:
Even though I using a skin I made, in 22w17a it is using the default skin.Steps to Reproduce:
Select a custom skin in the Minecraft Launcher
Open Minecraft Java Edition and join a singleplayer world.Observed Results:
You won't be using your skin and the default skin is used.Expected Results:
You will be using your skin that is selected in the launcher.
The Bug
I have always preferred for my open chat button to be Enter in video games. In 22w19a, the chat now opens then closes right away if the keybind for Open Chat is the Enter key. It is as if I had hit Enter twice. If I hold down the Enter key, I can type my message, and then release the Enter key to send the message.Steps to Reproduce:
Set the key bind for Open Chat to the Enter key, which is "t" by default.Expected Results
Ican press the Enter key, start typing, then press Enter again to sendmy message.Observed Results
You have to hold down the Enter keyotherwiseto enter and send a message.The Bug
I have always preferred for my open chat button to be Enter in video games. In 22w19a, the chat now opens then closes right away if the keybind for Open Chat is the Enter key. It is as if I had hit Enter twice. If I hold down the Enter key, I can type my message, and then release the Enter key to send the message.Steps to Reproduce:
Set the key bind for Open Chat to the Enter key, which is "t" by default.Expected Results
You can press the Enter key, start typing, then press Enter again to send your message.Observed Results
You have to hold down the Enter key to enter and send a message, otherwise the chat closes right away.
The Bug
I have always preferred for my open chat button to be Enter in video games. In 22w19a, the chat now opens then closes right away if the keybind for Open Chat is the Enter key. It is as if I had hit Enter twice. If I hold down the Enter key, I can type my message, and then release the Enter key to send the message.Steps to Reproduce:
Set the key bind for Open Chatto the Enter key, which is "t" by default.Expected Results
You can press the Enter key, start typing, then press Enter again to send your message.Observed Results
You have to hold down the Enter key to enter and send a message, otherwise the chat closes right away.The Bug
I have always preferred for my open chat button to be Enter in video games. In 22w19a, the chat now opens then closes right away if the keybind for Open Chat is the Enter key. It is as if I had hit Enter twice. If I hold down the Enter key, I can type my message, and then release the Enter key to send the message.Steps to Reproduce:
Set the key bind for Open Chat, which is "t" by default, to the Enter key.Expected Results
You can press the Enter key, start typing, then press Enter again to send your message.Observed Results
You have to hold down the Enter key to enter and send a message, otherwise the chat closes right away.
Hi Eometheous, I've altered this ticket accordingly to reflect that parrots don't imitate the ambient sounds of wardens. Since the expected subtitle would be "Parrot whines", I didn't spot this in my subtitles overlay when testing this issue, hence why I mistakenly stated that parrots don't imitate the sounds of wardens. They do indeed imitate the sounds of wardens but not their ambient sounds, unlike every other living hostile entity.
Eometheous Since you are the reporter, you don't need to comment the versions this bug affects, you can add them yourself ![]()
Eometheous, I believe this report is about mangrove trees that are grown from propagules, not naturally generated trees in the mangrove biome. The 1.15.2 changelog states:
Any birch or oak sapling grown near a flower within 2 blocks distance on the same y-level has a 5% chance of having a bee nest
However, currently, mangrove trees grown from propagules using bonemeal can generate bee nests even if there is not a flower nearby. This prevents mangrove tree farms from being reliable because pistons can't push bee nests.
@Eometheous, what if you use "/kill" on nonbiological entities?
@Eometheous, I think it's better to keep it separate.
Each problem may be caused by a different code, if combining them would make the problem too confusing.
Like MC-250241, MC-163851, MC-163853 and MC-163856.
I can confirm this behavior, though the changelog specifically stated this as seen above in the comment by Eometheous.







































It would help a bunch if you gave yourself nigh vision. You can give yourself the effect like this
/effect give @s minecraft:night_vision 600 1 true
I noticed this bug when creating my extra bosses datapack. I had a drowned boss and it wouldn't throw the enchanted trident I gave it. I had to use some mcfunctions to change the nbt data of the thrown trident.
Same thing happened twice to my friends realm. We all got timed out and the server reverted to a save that was pretty old. We got pretty annoyed and stop playing for today.
From my experience so far, they have gotten stuck on glass pains, both variants of the small azalea trees, and walls. This is really annoying since I made a cool underground base with lakes and rivers and I love having the moss blocks around but they get stuck on the trees and die.
Can confirm
Here's a better screenshot
Something to note which I said in my post
MC-249113, even with a silk touch tool, such as a silk touch hoe, the skulk shrieker doesn't drop the item or experience. It just drops nothing. Minecraft 22w11a - Singleplayer 2022-03-16 11-19-29_Trim.mp4Something that that
MC-249101doesn't note which this post does is that skulk shriekers still don't drop when using silk touch.Minecraft 22w11a - Singleplayer 2022-03-16 11-19-29_Trim.mp4
Should I edit this post to just have not being able to pickup the shrieker with a silk touch tool? Or make a new post?
I noted this in
MC-249113, but that was resolved as a duplicate. That duplicate didn't note this behavior though. So I created this post.Hey! I see that it was marked as resolved because it's working as intended. But why is it working as intended when in the changelog it says you can pick them up with silk touch? I have a screenshot of where it says it underlined in red. Here is what it says.
It says it requires Silk Touch to obtain, otherwise drops experience. The bug I reported says that it currently drops nothing. It gives no experience or sculk shrieker when using a silk touch hoe.
Sorry, I believe this is working as intended. I was in creative mode. I just realized as soon as I rewatched the video. I went into survival mode and the Warden does in fact get angry at me after shooting less than 5 seconds apart.
Can confirm. Here's a video Minecraft 22w12a - Singleplayer 2022-03-25 13-38-36_Trim.mp4
Can confirm this with the Warden as well. It is actually very bad with the warden emerging animation. Here's a video with the warden emerging animation. Minecraft 22w12a - Singleplayer 2022-03-25 13-49-49_Trim.mp4
I've been testing this bug quite a bit. And here's what I've discovered. The Warden does sniff mobs and walk towards them. However, unlike players, the Warden doesn't get angry at the mob when it is close. It only gets angry at the mob when sniffing it a few times. Here is an example with an Enderman. Minecraft 22w12a Warden Sniff Test.mp4
Right after that final sniff in the video. The Warden got mad.
Here is an example with me in the middle instead of the Enderman. Minecraft 22w12a Warden Sniff Test (2).mp4
You can see the Warden gets mad at me right away.
I've updated the description above.
Another thing I just discovered. The Warden seems to get angry at mobs and players after 3 sniffs. That is probably why it gets angry at the Enderman in the new videos I provided.
With the player, the Warden gets angry at:
With mobs, the Warden gets angry at:
@Chava I made a bug report regarding the 3 sniffs making it angry. In
MC-249528I found that it only gets angry at a mob or player after 3 sniffs if that mob or player is unreachable. It might be intentional, but I made the report regardless because, as you said, it isn't in the changelog.It is also invulnerable during these animations. You can try punching the warden, but it won't take any damage.
Might relate to
MC-249504In
MC-249504that same sound is being played even though hostile creature sounds are turned off.Can confirm. Here is a short clip of it happening. Minecraft 22w12a Invisible Warden.mp4
@Chava you are right. The mobs or players need to be within a certain radius for the Warden to get angry after 3 sniffs. I played Marko Polo with the Warden, but made sure to stay close to it without colliding with it. The Warden got angry after the 3rd sniff. In my testing with the path being obstructed, the mob was pretty close, so it was probably within that radius. I'll update the title and description.
Can confirm in 22w12a
Probably working as intended. Otherwise every single patch in the deep dark biome would have sculk sensors, shriekers, and so on.
It also happens in singleplayer. In the launcher settings, have "Open output log when Minecraft:Java Edition starts" checked. Once in a singleplayer world in 22w12a. Run the command "/placefeature minecraft:sculk_patch". You can see that it also spams the output log with that error message.
I'm not able to replicate this. When I summoned a parrot and a Warden. The parrot did sometimes play the "Parrot roars" sound. Which is the sound it makes for the Warden. @Avoma, listen closely for this sound. "/playsound minecraft:entity.parrot.imitate.warden master @s ~ ~ ~ 1 1"
Yes, it appears to be imitating the "Warden tendrils clicks" sound instead.
Here is the parrot sound at a slower pitch /playsound minecraft:entity.parrot.imitate.warden master @s ~ ~ ~ 1 .5
Here is the Warden tendrils click sound /playsound minecraft:entity.warden.tendril_clicks master @s ~ ~ ~ 1 1
You can see they are the same.
What is expected is for it to play the "Warden whines" sound at a higher pitch.
Warden sound "/playsound minecraft:entity.warden.ambient master @s ~ ~ ~ 1 1"
Parrot Imitation "/playsound minecraft:entity.warden.ambient master @s ~ ~ ~ 1 1.5"
It may be intended to do the tendril clicks, but it doesn't follow the rules with all the other mobs like you said.
I went and looked at every parrot imitate sound. Here's what I found. The imitations that don't play the ambient sounds of a mob are:
Every other imitation imitates the ambient sound of that mob.
This is most likely working as intended for the sculk catalyst. Here's why I think so. You are supposed to mine diamond ore with an iron, diamond, or netherite pickaxe. It wouldn't make sense if you could mine it and get the diamond ore block with a stone pickaxe that has silk touch.
Can confirm.
Also might want to add
MC-249661to the notes for the Warden.Can confirm that it is not fixed. Tested in 22w12a in an open to LAN singleplayer world so that the music could play while the settings menu was open. Minecraft 22w12a - Multiplayer Jukebox music.mp4
Still happens in 22w13a
Still happens in 22w13a
Still happens in 22w13a.
I tried and I got an error saying I need a token or something, so I thought a helper or mod had to do it.
Can confirm in 22w13a that this bug is still occurring. Should a new bug report be made since this was resolved as fixed in 1.7.4?
Still happens in 22w13a. I also found
MC-14665which says it was fixed in 1.7.4, but that bug still occurs in current versions. I don't know ifMC-14665would be considered a duplicate of this or not, as that was resolved as fixed and this is open with a priority of low.Still happens in 22w13a and is still really bad with Warden's emerge, roar, and dig animations.
I can confirm that there are also an abundant of bees and bee nests in the mangrove biome.
Still happens in 22w14a even though it states it was resolved in this version.
Edit:
This is odd, it also isn't getting angry at player collisions either
Instead the Warden "takes notice"
So players and mobs can collide with the Warden 3 times and then it becomes angry.
I should create a new bug report for this
I'm not able to reproduce this issue in 22w14a. It may have been fixed in this version. Can others confirm and see if it is possibly fixed?
There is however a new bug regarding Warden collisions which I have noted here
MC-249961I got it to happen again. So strange! I was running /data get entity @e[type=minecraft:warden,limit=1] anger to see it's anger level. Here's what I found
It got to 85, then started decreasing rapidly. I got it to show 82, then 81 within a second. Then it stopped chasing me and the command showed it had no suspects. Here is the video I captured showing this. Minecraft 22w14a Warden Anger.mp4
AHAH! I found the cause of the issue! It happens when the Wardens anger level goes below 80! I'm trying to set up a repeating command block that will just grab the Wardens anger value towards an entity and send it to a bossbar to show it better. It for sure happens when the anger level goes below 80 though. I'll edit the title and description
Warden can still be pushed while digging.
Got the bossbar to work.
Inside of a repeating command block that is always active
Here is a video with the scoreboard. Notice how when it goes below 80, it fully resets. Minecraft 22w14a Warden Anger With Scoreboard.mp4
I'm going to edit the steps to reproduce to my current setup. It's way easier and doesn't involve running in circles.
Might want to reopen. Yes it's "fixed", but the Warden doesn't attack the player right away. It roams around a bit then attacks. Minecraft 22w14a - Singleplayer 2022-04-06 23-15-16_Trim.mp4
Sorry for editing this bug report a lot. It still hasn't been set as confirmed so I'm trying to make the issue as clear as possible.
I can confirm this behavior.
This should be reopened because only a portion of this bug was fixed in 22w15a. What was fixed was the Warden losing it's Suspect nbt data when the anger value went below 80.
What is still bugged is that the Warden can roar at a target and then stop being angry at that target right after. Here's the bug as it currently is:
From doing the same steps to reproduce as above, here are the observed results:
Expected Result:
Here is a video displaying the bug. Minecraft 22w15a Warden Roar and Forget.mp4
You can see that the bug where suspect data being erased has been fixed, however the Warden can still roar and then stop being angry at a target shortly after roaring.
Can confirm. This also relates to
MC-250207.Can confirm. This also relates to
MC-250207.Can confirm in 22w15a. This bug is still happening exactly as described. Here is a new video I have displaying the issue in 22w15a Minecraft 22w15a - Multiplayer Warden Despawning.mp4
Also, the warden doesn't indefinitely roar at the exploded creeper. It will roar until it's anger value towards the exploded creeper goes below 80. You can see this anger value easily by doing these steps
Inside of a repeating command block that is always active, enter this command.
Also, the warden doesn't indefinitely roar at targets that have an unnatural death. It will roar until it's anger value towards the target goes below 80. You can see this anger value easily by doing these steps
Inside of a repeating command block that is always active, enter this command.
It seems the main issue regarding all these related reports is that the warden is trying to kill something that is no longer there. I'm thinking that the warden should retain its anger value towards the target but still roam around if that target is no longer there. Then when that target loads back in, the warden will try to kill the target again.
I am unable to get the warden to get angry at nonbiological entities. Here's what I've tried @Les3awe
/summon minecraft:warden ~ ~ ~ {anger:{suspects:[{uuid:[1,1,1,1],anger:150}]},PersistenceRequired:1b,Brain:{memories:{"minecraft:dig_cooldown":{value: {}, ttl: 1200L}}}} /summon minecraft:armor_stand ~ ~6 ~ {UUID:[I;1,1,1,1]}It seems the main issue regarding all these related reports is that the warden is trying to kill something that is no longer there. I'm thinking that the warden should retain its anger value towards the target but still roam around if that target is no longer there. Then when that target loads back in, the warden will try to kill the target again. Should all of these reports get merged into one?
Duplicate of
MC-249679I've been able to replicate this issue by having the warden be attacked by a lot of zoglins. The Warden will just stop trying to kill them. At that point I'll do /kill @e[type=minecraft:zoglin] and go into survival. I can hit the Warden and collide with the warden. It won't attack me and will just stay still. I'm trying to figure out the cause for this issue.
Was the warden in loaded chunks?
That's odd because I can replicate it quite easily. Minecraft 22w16a Warden stuck ladder.mp4
I got my game to crash in 22w16b as well. Every time I fly to where the allay is in the crash report, my game crashes. crash-2022-04-20_13.17.46-server.txt
Duplicate of
MC-250321I'm still able to replicate this issue in 22w16b
Could you post a crash report for when this happened? Depending on what that says, you may be experiencing
MC-250321.Duplicate of
MC-250331I can confirm this happening. What I also found was that it will teleport you to y level -64 if you y value is a multiple of 64. So y levels 0, 64, 128, 192, etc.
I believe this also happens on any seed.
Duplicate of
MC-250321Duplicate of
MC-250321That is quite bizarre. I'm not able to replicate the issue though.
I'm pretty sure the issue with the beach not loading properly is you experiencing
MC-250331. I don't know if that shield bug you are experiencing is caused by that same bug or a related issue.Does
MC-250331describe your issue?You can only change it to current versions of Minecraft Java Edition. These versions are currently snapshot 22w16b and 1.18.2
This is also most likely working as intended. Different Minecraft music will play depending on if you are in the main menu, in a specific biome, or in a specific gamemode.
This is most likely intended.
Use the horn to play a loud sound that can be heard from afar - 22w17a changelog
Can confirm
At the very least it should be marked as related to
MC-250954.Looking at the JSON files in the stats folder, I can confirm that a new file was created and my statistics were reset. I can also see a new file was created in the advancements folder, resetting the advancements for my character.
I didn't know skins and multiplayer inventories were linked to your UUID. In singleplayer, I kept my inventory items, so I'd think this would be the same in multiplayer. Aren't the items in players inventory saved in their NBT data?
One thing I just learned is that your ID is linked to your account when it is created. So that means that it is the same on every world, regardless on if it's singeplayer or multiplayer. This must be a huge issue then.
I wonder if this bug was caused by the new multiplayer secure chat signing added in this snapshot.
I believe you can see what your ID is supposed to be in launcher_accounts.json
It is located in the .minecraft folder.
You can see in the screenshots below that the ID is not what it is supposed to be. You can see the correct ID for me in 22w16b, and then the incorrect one above it in 22w17a.

I crossed out most of the ID incase this is private information that shouldn't be shared.
@Mesa3D, I just tested and my inventory items and ender chest items were still present in 22w17a after updating a test world from 22w16b. I believe all inventory and enderchest items are saved in the players NBT data. I don't have a multiplayer server to test on however, so I'm not sure if this is still the case on servers.
Hey! So I just created a minecraft server using the server jar from 22w16b. I joined it and gave myself operator to give my self a few items. I then put some of the items in an ender chest and kept some in my inventory. I left the server and closed it. I then downloaded the 22w17a server jar and ran that server jar using the with the same world. I joined it and I still had my custom skin, items in my inventory, and items in my ender chest, statistics, and advancements.
So! This bug only happens in singleplayer.
@the404, looks like you beat me. I didn't refresh this page so I didn't see your comment when I made my post.
I am not able to reproduce this in 22w17a as well. Seems to be fixed.
Moesh works for Mojang, and it was reopened by them. This bug is pretty bad with warden's emerge, ranged attack, roar, and dig animations. So it might be more important to fix this issue for these mobs instead of every mob mentioned in MC-1940.
@Stehlampe2020, this is intentional. You aren't really opening the chest, instead you are seeing the contents inside of the chest. The reason you weren't able to see the contents in the other chest was because the loot inside hadn't generated yet. If you were to go back into creative/survival and open the chest to load the loot inside, you can then open that chest in spectator.
I wasn't able to get the crash with your command.
But using this command below caused the internal server to freeze and then the game would end up crashing due to running out of memory. I'm not sure if there is a memory leak here or if this command just requires so much memory. I only have 2Gb of RAM allocated to Minecraft right now which is the default.
/spreadplayers ~ ~ 1 1000000 false @e[type=!player]Even having a reasonable number, like 1000 can cause the game to crash or nearly crash.
Alright! I have 32 GB of RAM in my computer. I allocated 16GB of it to Minecraft and I was able to run the command in my comment above successfully. It still took some time, but it didn't crash the game. That command must just be very memory hungry since it needs to figure out how to spread all the entities evenly.
@violine1101 a crash report wasn't created when the game crashed. I did get an error code though.
Process crashed with exit code -805306369
Here is what Reliability History says about the crash
Here is what event viewer says about the crash
This time it closed automatically with this error code.
Here is the launcher log
launcher_log.txt
I just tested this in my snapshot server. I was able to get a crash report from there.
Here is the crash report.
crash-2022-04-29_11.34.04-server.txt
Happens in 1.18.2 as well.
I'm not sure if you are experiencing this from
MC-250954or not.That bug only happens in singleplayer, but it might be happening in LAN as well? However, it's strange that you lost your items and started at spawn. Since
MC-250954only seemed to reset statistics and achievements.Duplicate of
MC-250939Could you attach a crash report? There is a folder called crash-reports in the .minecraft folder.
Do you have hostile creature sounds turned off?
@Markku, if you are on windows, you might have the XBOX Game Bar App. You can record a short 30 second clip with by pressing the windows key and G at the same time and then click on the record last 30s button on the top left. Or you can press the window key, alt key, and G at the same time.
Can confirm not fixed. Creating a new world with the original seed (-4958260856419505585), I still managed to find ancient cities that were getting submerged in aquifers.
/tp @s 1669 -33 -16758 120 30
/tp @s 42352 -35 -24530 -19 41
Can confirm in 22w18a. Found these when looking for submerged ancient cities.
Seed: -4958260856419505585
Location: /tp @s 42355 -46 -24555 -90 10
@[Mojang] Grum (Erik Broes). These are the steps to reproduce:
Here is a video showing these steps
Minecraft 22w18a Warden Despawns.mp4
Observed Results:
The warden has despawned immediately because the warden is over 128 blocks away.
It can also despawn randomly if it is in between 32 blocks and 128 blocks away as seen in the picture above.
Expected Results:
The Warden should only despawn when digging into the ground.
Here is this behavior happening when I am just 48 blocks away.
Observed Results:
The warden despawned
Expected Results:
The Warden should only despawn when digging into the ground.
Minecraft 22w18a - Singleplayer 2022-05-06 09-11-57_Trim.mp4
I wasn't able to reproduce this. I could only add the swift sneak enchantment to leggings as expected. From the looks of that screenshot, you are in creative mode. I don't see any hearts, hunger, or experience bar above the hotbar.
I know
MC-249393was resolved as won't fix which describes the issue with the warden digging down right away.By editing your command slightly I can get it to not dig into the ground.
/summon minecraft:cow ~ ~ ~ {Passengers:[{id:"minecraft:warden",Brain:{memories:{"minecraft:dig_cooldown":{value: {}, ttl: 1200L}}}}]}To stop it from getting angry at the cow it is riding, I can set them to the same team.
First create a team
/team add warden /team modify warden friendlyFire falseNow we can summon a warden riding a cow while being on the same team with each other with the following command
/summon minecraft:cow ~ ~ ~ {Team:"warden",Passengers:[{id:"minecraft:warden",Team:"warden",Brain:{memories:{"minecraft:dig_cooldown":{value: {}, ttl: 1200L}}}}]}Wasn't able to reproduce.
Still happens in 1.19 RC1
I can confirm, I tried running the launcher after installing on my new MacBook Pro and it is requiring me to install Rosetta in order to open the Minecraft Launcher.
Hello! I was not able to reproduce this issue :/
I defeated the Ender Dragon twice and there are two end gateways.
Seems to be happening in v2.4.4-1.2.4 as well for the Legacy Windows launcher.
Jess Edward your launcher version (2.3.645) doesn't contain this bug.
Can confirm for 2.4.4 (Mac)
I'm on macOS Ventura 13.2.1 with the M1 Pro chip.