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I think Mob Behavior is a better name for this article. –ultradude25 (T|C) at 07:13, 20 March 2012 (UTC)
Should add note that hostile mobs will not chase over lava, 1.0,1.1,1.2 this has been verified.
[Anon]
I have replaced "Skeletons will evade the player when hit, and will constantly maintain a certain amount of distance between itself and the mob it is attacking while firing its arrows."
with my own, mentioning that the skeleton will circle the player with a constant radius. If this is incorrect, please let me know. Jishaxe 12:35, 21 June 2012 (UTC)
So I've done some pretty extensive research to finally answer the question: What is a house to a villager?
Here are all of my notes while experimenting with villagers and houses...
I've had to use PasteBin to submit the data as the wiki completely butchers the formatting. I hope this isn't again any rule and if so please let me know as I'm sure you will. See it here.
Also, since this is my first contribution, I wasn't sure how to directly integrate any of it into the actual page so I'll let someone else do that if there's any interest.
I can also provide screenshots if need be.
BlueKoda –The preceding undated comment was added on 08:32, 22 July 2012. Please sign your posts with ~~~~
From looking at the source code to Minecraft, a bat recognizes a cave (for spawning) if it meets these conditions:
I don't want to add this into the page because I am not sure of the info. Also, the calendar seems to used to check the current time in milliseconds, but all else is stored on login. Pokechu22 01:41, 11 November 2012 (UTC)
I know its a pretty straight forward mob, but i think it should be included in this article. 209.65.242.121 12:23, 4 December 2012 (UTC)TowerTD
all you see is giant standing still and looking around, 1.8 giants don't do anything (hint: giants don't do anything in 1.8 cause of armor on them)
This article seems to lack a couple aspects I've noticed in mobs, particularly Villagers and Chickens.
First, they seem to want to climb up or jump up anything they can get to. Villagers will jump up my shelves and get onto the roof area of my building during construction; they also jump straight into my cooking pot (Pam's HarvestCraft) and hop around while looking at their feet. Chickens seem to love to climb up areas and jump off, repeatedly.
Almost any time you open a fence gate, chickens will head straight for it. I've seen this behavior with other mobs too (sheep, cows, pigs), but chickens are slippery little devils; I don't know if they do it more often or are just more annoying when they do it (or if it's because I tend to have more chickens in a flock than other animals in their herds). Villagers likewise tend to run through fence gates when available.
Together, these two aspects make for some interesting behavior. Villagers and animals both seem inclined to escape their cages. Villagers seem suicidally stupid, going up to high places, looking over the edge, and falling off - sometimes pushed by their buddies, so maybe it's more homicidal than suicidal, though certainly they'll do it on their own, over and over. And chickens are playful: Not only will they climb up and jump off blocks, making for awesome amusement rides, but they seem to enjoy water and seek it out; before water started killing my chicks, I'd make "Chicken Enrichment Centers" to give them interesting things to do while they donated their eggs.
Can anyone confirm what sort of behavior is actually happening here, and put up notes to this effect on the page? Kilyle (talk) 08:58, 13 August 2014 (UTC)
I honestly believe this page should be deleted, as it essentially contains a brief (and some parts outdated) overview of what is already available on the respective mob pages. –Goandgoo ᐸ Talk
Contribs
Edits 06:41, 13 November 2014 (UTC)
This page has so much potential especially since the topic is imo not very well understood. Is there a dedicated area of discussion?
Some practical applications off the top of my head as a rationale for this page:
I haven't looked into the brain/goal system all that much yet. But I'm trying to study the pathfinding algorithm the game uses.
Pathfinding
From my reading so far, the game is using the A* pathfinding algorithm implemented using min-heap with the following details:
I still have to look further into how successor nodes are generated and how the node's penalties are calculated accordingly.
In particular:
Testing
For the A* algorithm in general:
+---+---+---+---+---+---+---+---+---+---+ | | | | | | T | | | | | S - start +---+---+---+---+---+---+---+---+---+---+ T - target | | | | | | | | | | | X - obstacles +---+---+---+---+---+---+---+---+---+---+ | | X | X | X | X | X | X | | | | Going around the left costs 3 + 7sqrt(2) +---+---+---+---+---+---+---+---+---+---+ Going around the right costs 5 + 5sqrt(2) | | | | | | | X | | | | +---+---+---+---+---+---+---+---+---+---+ But the game uses the left path because the right path | | | | | | | X | | | | remained further from the goal initially so h(n) overestimated +---+---+---+---+---+---+---+---+---+---+ its overall cost too much compared to the left path where | | | | | | | X | | | | the mob can close the distance immediately. +---+---+---+---+---+---+---+---+---+---+ | | | | | | | X | X | X | | (the exact setup may need some tweaking to get the values right) +---+---+---+---+---+---+---+---+---+---+ | | | | | | S | | | | | +---+---+---+---+---+---+---+---+---+---+
+---+---+---+---+---+---+---+---+---+ | | | | | T | | | | | Imagine this is zoomed out and/or the mob's follow_range +---+---+---+---+---+---+---+---+---+ attribute is modified (e.g. /data command) to a sufficiently | | O | O | O | | 2 | 2 | 2 | | small value. +---+---+---+---+---+---+---+---+---+ | O | X | X | X | X | X | X | X | 2 | Then if the pathfinding attempt reached node evaluation limits +---+---+---+---+---+---+---+---+---+ before getting all the way left/right of the obstacle, the node | | O | O | | 1 | 2 | 2 | 2 | | straight across gets picked instead because it is closest to the +---+---+---+---+---+---+---+---+---+ target by manhattan distance (path indicated by 1). | | | | O | 1 | | | | | +---+---+---+---+---+---+---+---+---+ Then from this point, the algorithm may now have enough evaluation budget | | | | | S | | | | | to cross over the obstacle at the next attempt and eventually get to the goal. +---+---+---+---+---+---+---+---+---+ And if the detour is still too large, the mob will simply be stuck. Here, 1 and 2 indicate the path the mob takes over 2 separate pathfinding attempts with the 1st path falling back to the closest node by manhattan distance, resulting in a suboptimal path overall when taking the diagonal from the get-go is optimal (path O).
Properties
I'm only familiar with the java edition and the corresponding source code. I believe these level of detail can vary wildly between java and bedrock, so I don't know how this should be treated.
WaterGenie3 (talk) 00:01, 4 August 2025 (UTC)
Formally, what is mob AI § List of goals?
I was thinking it might be the list of classes in goal. But no, besides having classes there that aren't in the list, there are elements in the list that I can't find in the class... At the same time, not with the name that's in the list. Aloi4 (talk) 07:05, 8 February 2026 (UTC)