This essentially means that mobs who still used the old AI system (Such as Zombie Pigmen, Endermen, Spiders, etc) will now use the code that Jon Kågström created in 2012, which includes path finding and opens up opportunities for new things.
Minor mob behavior changes will also happen, such as slimes being able to swim.
These are the mobs that currently still use the old AI and will be updated:
Spider
Enderman
Slime
Magma Cube
Zombie Pigman
Blaze
Silverfish
I was wondering if this means that passive mobs will be marginally less derpy. Are we going to see the end of pigs and cows chilling on the edge of ravines? Probably only three hours until we get to find out for ourselves...
Edit: I'm not sure I'd dare agro a gang of Zombie Pigmen. Also what could this mean for Endermen, if anything, as they don't usually move like other mobs?
I was wondering if this means that passive mobs will be marginally less derpy. Are we going to see the end of pigs and cows chilling on the edge of ravines? Probably only three hours until we get to find out for ourselves...
Edit: I'm not sure I'd dare agro a gang of Zombie Pigmen. Also what could this mean for Endermen, if anything, as they don't usually move like other mobs?
Passive mobs have already had their AI updated, although I suppose Jeb could improve it.
So, that's a no to them being less derpy? I guess you're right though, if the changes are only bringing all the mobs in line with the 1.2 AI, it's unlikely we'll see any changes to passive mobs; for now at least.
It's great and all but... swimming slimes? I LOVED fact that they cantswim and I think they shouldn't be affected with lack of oxygen.
Zombies too.
Imagine zombies under the sea!
If hostile mobs didn't automatically swim, a lot of mob grinder designs could be broken (unless they only stopped swimming as part of a pathfinding change), and players couldn't just swim underwater to avoid death, or to easily attack the mobs from underneath. Luckily there's been no mention of updating the mobs that already use improved AI.
It's great and all but... swimming slimes? I LOVED fact that they cantswim and I think they shouldn't be affected with lack of oxygen.
Zombies too.
Imagine zombies under the sea!
It kinda seemed dumb that slimes can't swim considering they spawn in swamps.
There's all ready a viable work around on reddit (via twitter) to the slime farm breaking issue, and the good news is that it won't require major surgery to the farm to implement; Just post a few iron golems around the splash tank and let them do the killing. Items will still sink to the bottom as normal and this means you won't have to update the collection system at all.
oCrapaCreeper has it right. slimes are hyper-abundant in swamps yet are the least maneouvrable mob of all.
Even with the new pathfinding changes, I think slimes are still a quite broken. Their movement should be much improved to include sliding in addition to jumping.
i.e. if they jump and hit something, instead of simply falling directly straight to the groun, they should continue moving by sliding on the roof/wall then fall down.
This would boost their mqnuevrabilty tremendously.
Currrently, slimes are a real joke and IMHO are definitely the weakest of all of the hostile mobs.
Currrently, slimes are a real joke and IMHO are definitely the weakest of all of the hostile mobs.
Are you under the impression that all hostile mobs should be of a similar difficulty? Is there something wrong with having a scale of mobs ranging from easy to kill, all the way to downright infuriating?
Generally in games, when present, Slimes tend to be a low tier enemy, unless there are advanced types of course. I'm not saying Mojang has to follow suit, but it certainly hasn't harmed the game to have them implemented as they have been up until now.
I always thought that it wouldn't make much sense if Slimes did swim, and would instead just dissolve if unable to exit a body of water. I guess I was just rationalizing the mechanics to fit my own understanding of the game, plus (in my mind at least) it explained why the swamps were so swampy, with the water having a rather substantial level of dead Slime present.
I have no problem with any updates to the AI, within reason, but whatever happens we will have probably forgotten the old (current) behavior in a few months anyway. It seems we've got a bit more waiting to do before these changes are implemented anyhow...
Giving zombie pigmen pathing will make them lest brutal, they used to fall off cliffs onto your head to kill you and pathing sometimes slows them down too if they have a straight shot.
Giving zombie pigmen pathing will make them lest brutal, they used to fall off cliffs onto your head to kill you and pathing sometimes slows them down too if they have a straight shot.
They will still jump off of clips. The height at which a mob will drop to reach their target scales with difficulty, and with how much health they have.
Slime are huge and slow moving - it totally makes sense they would drown in deep water.
Each mob has a major weakness - zombies and skeletons burn in daylight (because they spawn in the dark), creepers don't cause damage in water (because TNT gets wet), so, it makes sense that the slime's downfall would be deep water.
Yet also doesn't make sense at all since water is a very common part of the biome they spawn in. It's like if Nether monsters took damage from fire and lava, it's just silly.
Because mobs, even with the new AI, don't recognize cacti as a "hazard" like they do with lava. Thus they treat the cactus as a regular block and attempt to jump on top of it if the cactus happens to be part of their pathfinding.
I don't really understand the need for this. I always thought it made sense that spiders used the old system (it makes sense for cave spiders to path find properly though), because that way you have a mix. So while you have zombies/skeletons and creepers pathing to you intellegently, you also have to deal with spiders just charging at you, considering they're the fastest hostile overworld mob and can climb, that always made perfect sense to me.
I always found the most terrifying thing about pigmen was that they charged you no matter the obstacle, their massive numbers really makes it terrifying not knowing if one is going to randomly fall from a cliff. However i do think this change makes sense for blazes.
As far as magma cubes, slimes and silver fish, i don't really care. I'm not sure about slimes swimming, i guess it makes sense that they would float in water.
Spider- Well, Spiders are somewhat annoying and this will make it worse. Of course, pathfinding+seeing through walls+miniature size+climbing will make cave spider super dangerous - their only weakness was a bad AI. If they insist, they better make sure wall climbing fits in with the new AI.
Enderman- Meh. They usually are fought in open areas or small caves. However, they do have a very long sight distance at their disposal. I wonder if this improvement will also allow more intelligent teleportation.
Slime/Magma Cube No. This will cause issues with superflat survival, where again, pathfinding is the slime's weakness. See through walls + pathfinding = giant bouncing death hunter. As for Magma Cubes, I care a bit less. As for swimming, I wonder how they will swim. Will they jump out? And for Magma Cubes, will they unravel and jump high?
Zombie Pigman- The stupidity of Zombie Pigmen is an advantage and disadvantage. You can lure them into deadly pits, but you can also have one fall on top of you fearlessly. This is overall going to make life harder for pigman fighters, in my opinion.
Blaze-This won't affect things much. Hostile blaze/blazes usually float in one place while firing, and move rather slowly when chasing, which I would imagine the new mob AI is not designed for - making this change potentially buggy. Plus, the only hazards that New AI mobs are programmed to avoid (lava and falls) don't damage Blazes.
Silverfish-Silverfish are rarely encountered outside of Strongholds and Extreme Hills mines, where they can usually get straight to you. However, again, these guys might be able to see through walls (I was using an x-ray glitch once near an End Portal room and 2 were looking right at me through a wall.) Silverfish literally never stop, so that might have been just how they were walking, but this leads to another problem - Mob AI is likely not optimized for a constantly moving mob.
For the see-through walls mobs, I propose a slight nerf to go with the new AI. The mobs could only see through walls in an 8-block radius or 12-block radius, but can draw a direct line of sight up to 16 blocks. This would balance danger and being plain annoyed by Mr. Cave Spider navigating through mineshafts to hunt you down and murder you even if you are relatively far away. Maybe also make it scale with difficulty - They can see 8 blocks through walls on Easy, 12 on Normal, and current distance (16) on Hard/Hardcore.
This essentially means that mobs who still used the old AI system (Such as Zombie Pigmen, Endermen, Spiders, etc) will now use the code that Jon Kågström created in 2012, which includes path finding and opens up opportunities for new things.
Minor mob behavior changes will also happen, such as slimes being able to swim.
These are the mobs that currently still use the old AI and will be updated:
Spider
Enderman
Slime
Magma Cube
Zombie Pigman
Blaze
Silverfish
Edit: I'm not sure I'd dare agro a gang of Zombie Pigmen. Also what could this mean for Endermen, if anything, as they don't usually move like other mobs?
Passive mobs have already had their AI updated, although I suppose Jeb could improve it.
If hostile mobs didn't automatically swim, a lot of mob grinder designs could be broken (unless they only stopped swimming as part of a pathfinding change), and players couldn't just swim underwater to avoid death, or to easily attack the mobs from underneath. Luckily there's been no mention of updating the mobs that already use improved AI.
It kinda seemed dumb that slimes can't swim considering they spawn in swamps.
Even with the new pathfinding changes, I think slimes are still a quite broken. Their movement should be much improved to include sliding in addition to jumping.
i.e. if they jump and hit something, instead of simply falling directly straight to the groun, they should continue moving by sliding on the roof/wall then fall down.
This would boost their mqnuevrabilty tremendously.
Currrently, slimes are a real joke and IMHO are definitely the weakest of all of the hostile mobs.
Are you under the impression that all hostile mobs should be of a similar difficulty? Is there something wrong with having a scale of mobs ranging from easy to kill, all the way to downright infuriating?
Generally in games, when present, Slimes tend to be a low tier enemy, unless there are advanced types of course. I'm not saying Mojang has to follow suit, but it certainly hasn't harmed the game to have them implemented as they have been up until now.
I always thought that it wouldn't make much sense if Slimes did swim, and would instead just dissolve if unable to exit a body of water. I guess I was just rationalizing the mechanics to fit my own understanding of the game, plus (in my mind at least) it explained why the swamps were so swampy, with the water having a rather substantial level of dead Slime present.
I have no problem with any updates to the AI, within reason, but whatever happens we will have probably forgotten the old (current) behavior in a few months anyway. It seems we've got a bit more waiting to do before these changes are implemented anyhow...
Because they should not have problems navigating their native biome.
"My opinions make more sense then the changes for the game, therefor my ideas are brilliant!"
Slimes are powerful in close quarters and in numbers, watching them drown looks so glitchy and stupid
They will still jump off of clips. The height at which a mob will drop to reach their target scales with difficulty, and with how much health they have.
Yet also doesn't make sense at all since water is a very common part of the biome they spawn in. It's like if Nether monsters took damage from fire and lava, it's just silly.
I've lost too many boats from those stupid things.
Like said before, all of the passive mobs are already on the new AI system (With the exception of the Squid...)
Outside of any new changes, only the following mobs will be affected:
Spider
Enderman
Slime
Magma Cube
Zombie Pigman
Blaze
Silverfish
Then why are my horses running into cacti :/
My Github ด้้้้้็็็็็้้้้้็็็็็้้้้้็็็็็้้้้้็็็็็้้้้้็็็็็้้้้้็็็็็้้้้้็็็็็้้้้้дด็็็็็้้้้้็็็็้้้้้็็็็็้้้้้็็็็็้้้้้็็็็็้้้้้
Because mobs, even with the new AI, don't recognize cacti as a "hazard" like they do with lava. Thus they treat the cactus as a regular block and attempt to jump on top of it if the cactus happens to be part of their pathfinding.
I always found the most terrifying thing about pigmen was that they charged you no matter the obstacle, their massive numbers really makes it terrifying not knowing if one is going to randomly fall from a cliff. However i do think this change makes sense for blazes.
As far as magma cubes, slimes and silver fish, i don't really care. I'm not sure about slimes swimming, i guess it makes sense that they would float in water.
Spider-
Well, Spiders are somewhat annoying and this will make it worse. Of course, pathfinding+seeing through walls+miniature size+climbing will make cave spider super dangerous - their only weakness was a bad AI. If they insist, they better make sure wall climbing fits in with the new AI.
Enderman-
Meh. They usually are fought in open areas or small caves. However, they do have a very long sight distance at their disposal. I wonder if this improvement will also allow more intelligent teleportation.
Slime/Magma Cube
No. This will cause issues with superflat survival, where again, pathfinding is the slime's weakness. See through walls + pathfinding = giant bouncing death hunter. As for Magma Cubes, I care a bit less. As for swimming, I wonder how they will swim. Will they jump out? And for Magma Cubes, will they unravel and jump high?
Zombie Pigman-
The stupidity of Zombie Pigmen is an advantage and disadvantage. You can lure them into deadly pits, but you can also have one fall on top of you fearlessly. This is overall going to make life harder for pigman fighters, in my opinion.
Blaze-This won't affect things much. Hostile blaze/blazes usually float in one place while firing, and move rather slowly when chasing, which I would imagine the new mob AI is not designed for - making this change potentially buggy. Plus, the only hazards that New AI mobs are programmed to avoid (lava and falls) don't damage Blazes.
Silverfish-Silverfish are rarely encountered outside of Strongholds and Extreme Hills mines, where they can usually get straight to you. However, again, these guys might be able to see through walls (I was using an x-ray glitch once near an End Portal room and 2 were looking right at me through a wall.) Silverfish literally never stop, so that might have been just how they were walking, but this leads to another problem - Mob AI is likely not optimized for a constantly moving mob.
For the see-through walls mobs, I propose a slight nerf to go with the new AI. The mobs could only see through walls in an 8-block radius or 12-block radius, but can draw a direct line of sight up to 16 blocks. This would balance danger and being plain annoyed by Mr. Cave Spider navigating through mineshafts to hunt you down and murder you even if you are relatively far away. Maybe also make it scale with difficulty - They can see 8 blocks through walls on Easy, 12 on Normal, and current distance (16) on Hard/Hardcore.