VOOZH about

URL: https://minecraft.wiki/w/Mob_fleeing

⇱ Mob fleeing – Minecraft Wiki


Mob fleeing

From Minecraft Wiki
Jump to navigation Jump to search
This article is a work in progress.
 
Please help expand and improve it. The talk page may contain suggestions.

In Minecraft, mob fleeing is a mechanic in which mobs will attempt to avoid or flee from sources that they are fearful of.

Overview

[edit | edit source]

When a mob is in close enough proximity to something that it is fearful of (referred to as a "fear source" in this article), it attempts to move away from that source (usually through moving quickly such as sprinting) until it is a reasonable distance away.

All mobs will check for fear sources in the surrounding area every 5 ticks when there is a line of sight. The radius in which a mob detects a fear source can vary depending on the specific fear source in Java Edition or simply 3×3×3 for every mob in Bedrock Edition.[1] For example: a mob may detect a certain fear source within a radius of 8 blocks, whereas it may detect a different fear source within a larger radius of 15 blocks.

When fleeing, a mob moves to a location 4-15 blocks away from the feared source and then return to its regular behavior.

Usually, fleeing from a fear source becomes a mob’s top priority, meaning it will stop whatever action it was doing in favor of fleeing. As such, fleeing can interrupt mobs from doing many actions such as interacting or attacking. In most cases, the mob will return to what it was previously doing when it is no longer fleeing.

A mob's fear source can be in the form of a block, another mob, or a player.

Fleeing interactions

[edit | edit source]
Mob Fear Source Details
👁 Image
Bogged

👁 Image
Parched

👁 Image
Skeleton

👁 Image
Stray

👁 Image
Wither Skeleton
[Java Edition only]
👁 Image
Wolf
Skeletons, strays, bogged, and parched flee from a wolf until they are attacked, after which they begin retaliating against the wolf. Wither skeletons alternate between fleeing and retaliating against the wolf.
👁 Image
Cat

👁 Image
Ocelot
👁 Image
Player
Stray cats and untrusting ocelots avoid being near and flee from players.
👁 Image
Cave Spider

👁 Image
Spider
👁 Image
Armadillo
Spiders and cave spiders will only flee from armadillos which are not rolled up in their shell.
👁 Image
Cod

👁 Image
Pufferfish

👁 Image
Salmon

👁 Image
Tropical Fish
👁 Image
Player
👁 Image
Creeper
👁 Image
Cat

👁 Image
Ocelot
👁 Image
Dolphin
👁 Image
Elder Guardian

👁 Image
Guardian
👁 Image
Evoker
👁 Image
Player

👁 Image
Creaking
👁 Image
Fox
👁 Image
Player

👁 Image
Polar Bear

👁 Image
Wolf
Foxes flee from players that they are not trusting towards.
👁 Image
Hoglin
👁 Image
Player

👁 Image
Piglin

👁 Image
Nether Portal

👁 Image
Respawn Anchor

👁 Image
Warped Fungus
Hoglins flee from piglins when outnumbered during a hunt.
Baby hoglins flee when attacked by a player.
👁 Image
Illusioner
[JE only]
👁 Image
Pillager

👁 Image
Vindicator
👁 Image
Creaking
A vindicator that is named "Johnny" alternates between fleeing from the creaking and attempting to attack it.
👁 Image
Panda
(Worried)
👁 Image
Player

Most monsters[JE only]
All non-panda mobs‌[BE only]
In Java Edition, worried pandas flee from most monsters except ghasts, hoglins, magma cubes, undead mounts (skeleton horses, zombie horses, zombie nautiluses, camel husks) phantoms, shulkers, slimes, and the ender dragon.[2]
In Bedrock Edition, worried pandas flee from all non-panda mobs.
👁 Image
Phantom
👁 Image
Cat

👁 Image
Ocelot
[BE only]
👁 Image
Piglin
👁 Image
Hoglin

👁 Image
Wither

👁 Image
Wither Skeleton

👁 Image
Zoglin

👁 Image
Zombified Piglin

👁 Image
Soul Campfire
(lit)
👁 Image
Soul Fire

👁 Image
Soul Lantern

👁 Image
Soul Torch

Piglins flee from hoglins when outnumbered during a hunt.
Only baby piglins flee from wither skeletons and withers.
Piglins only flee from lit soul campfires.
👁 Image
Rabbit
(except Killer Bunny‌[JE only])
👁 Image
Player

👁 Image
Wolf

Most monsters
In Java Edition, rabbits flee from most monsters except ghasts, hoglins, magma cubes, undead mounts (skeleton horses, zombie horses, zombie nautiluses, camel husks), phantoms, shulkers, slimes, and the ender dragon.[3]
In Bedrock Edition, rabbits flee from all monsters except hoglins and the ender dragon.
👁 Image
Villager
👁 Image
Drowned

👁 Image
Evoker

👁 Image
Husk

👁 Image
Illusioner
[JE only]
👁 Image
Pillager

👁 Image
Ravager

👁 Image
Vex

👁 Image
Vindicator

👁 Image
Zoglin

👁 Image
Zombie

👁 Image
Zombie Villager
👁 Image
Wandering Trader
👁 Image
Drowned

👁 Image
Evoker

👁 Image
Husk

👁 Image
Illusioner
[JE only]
👁 Image
Pillager

👁 Image
Ravager

👁 Image
Vex

👁 Image
Vindicator

👁 Image
Zoglin

👁 Image
Zombie

👁 Image
Zombie Villager

👁 Image
Zombified Piglin
[BE only]
👁 Image
Wolf
👁 Image
Llama

👁 Image
Trader Llama
How easily the wolf is deterred is determined by the (trader) llamas' strength.

Similar interactions

[edit | edit source]

These are interactions which are not fleeing but do involve a mob being afraid of something.

Mob Fear Source Details
👁 Image
Armadillo
👁 Image
Player

👁 Image
Undead

Armadillos roll up into their shell when near a player who is sprinting or mounted and all undead mobs.
👁 Image
Panda
(Worried)
👁 Image
Thunderstorm
Worried pandas shake and hide their faces during thunderstorms.

See also

[edit | edit source]

References

[edit | edit source]
  1. MCPE-182041 – behavior.avoid_mob_type not respecting max_dist and max_flee
  2. MC-304377 – Worried Pandas are not scared of certain monsters
  3. MC-304535 – Rabbits are not scared of certain monsters

Navigation

[edit | edit source]
Retrieved from "https://minecraft.wiki/w/Mob_fleeing?oldid=3649825"

Navigation menu