Bug Closed · Invalid

Specific mobs will not float

#4353 opened by Unknown 2 years ago

Unknownreported this bug

Summary

Describe the bug encountered in detail.

Steps to reproduce

Spawning in mob via command or egg

Mobs tags and other stuff

BanditMelee:
  Type: Zombie
  Display: Bandit
  Damage: 5
  Health: 40
  FollowRange: 32
  Disguise: Bandit
  Equipment:
  - iron_sword HAND
  AiGoalSelectors:
  - clear
  - breakdoors
  - randomstroll
  - float
  - meleeattack
  - fleegolems
  - randomlookaround
  AITargetSelectors:
  - clear
  - hurtbytarget
  - players
  - villagers
  - SpecificFaction Spider
  - SpecificFaction EnderCult
  Options:
    Silent: true
    PreventSunburn: true
    PreventRandomEquipment: true
    PreventOtherDrops: true
  Skills:
  - message{m="<mob.name><&co> HAND OVER YOUR LOOT AND NO ONE HAS TO GET HURT!"} @trigger ~onDamaged} =99%
  - message{m="<mob.name><&co> All I wanted was to feed my family..."} @PlayersInRadius{r=10} ~onDeath 0.2
  KillMessages:
  - '<target.name> was ended by a Bandit'
  
BanditShoot:
  Type: Skeleton
  Display: Bandit
  Damage: 5
  Health: 40
  FollowRange: 32
  Disguise: Bandit
  Equipment:
  - Bow HAND
  AiGoalSelectors:
  - clear
  - breakdoors
  - randomstroll
  - float
  - meleeattack
  - fleegolems
  - randomlookaround
  - bowattack{speed=1;amin=40;radius=20}
  AITargetSelectors:
  - clear
  - hurtbytarget
  - players
  - villagers
  - SpecificFaction Spider
  - SpecificFaction EnderCult
  Options:
    Silent: true
    PreventSunburn: true
    PreventRandomEquipment: true
    PreventOtherDrops: true
  Skills:
  - message{m="<mob.name><&co> HAND OVER YOUR LOOT AND NO ONE HAS TO GET HURT!"} @trigger ~onDamaged =99%
  - message{m="<mob.name><&co> All I wanted was to feed my family..."} @PlayersInRadius{r=10} ~onDeath 0.2
  KillMessages:
  - '<target.name> was ended by a Bandit'

Current behavior

Mob refuses to float.

Intended correct behavior

The mob should float.

Server log file

https://pastebin.com/SbzkeUHW

Debug log snippet

[21:42:19] [Server thread/INFO]: Itz_Gamer_Jake issued server command: /mm mobs spawn BanditMelee [21:42:23] [Server thread/INFO]: Itz_Gamer_Jake issued server command: /mm mobs spawn BanditShoot

Proposed fixes

No idea but it seems to only be 2 mobs that are both bandits, I've looked for hours trying to find a reason but so far no dice ones a zombie and ones a skeleton both disguised. When I switch the mob type to something else like villager it floats but stops when changed back, i have other mobs that have the same parameters and float just fine. I Hope I'm not stupid x-x

Unknowncommented

Minecraft naturally makes zombies and skeletons sink since 1.13 or so due to new "drown" mechanics/behavior, unlike other mobs like the villager. Changing your base mob to something else should cooperate better with the base game. Hope that helps!

Ultimate question is if the AI goal float is intended override this behavior.

Unknowncommented

MM just implements the vanilla float AI goal so any vanilla restrictions apply

Unknowncommented

Sorry to reopen but I thought I would add this. I know since 1.13 that zombies and skeletons don't float but I've noticed even though the zombie based bandit mobs don't float I have other mobs using the zombie base floating perfectly fine, Not sure what might be allowing one to float but not the other. Perhaps it might be a good idea to look into it.

https://pastebin.com/ZZQF4Npr

Unknowncommented

Tried testing the mobs you supplied that do work, then I realized both of your bandit mobs actually just have a typo and are not applying any of the AI goals. AiGoalSelectors Ai should be AI, the field is case-sensitive.

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