Posted September 23Sep 23 I've struggled with this for way too long now, so I have decided to ask for some assistance here because there is almost no information about this online.I made a hostile mob and I built it like this:public static final Supplier<EntityType<Bunyip>> BUNYIP = ENTITY_TYPES.register("bunyip" , () -> EntityType.Builder. of(Bunyip::new, MobCategory.MONSTER).sized(3f, 2.5f).eyeHeight(1.75f).build("bunyip"));However, I have discovered that a BoundingBox of 3 is too big for the vanilla pathfinding to work well. In fact, anything bigger than a block will not work well. This is especially noticeable when having it chase a player in a negative X and/or negative Z direction. The mob starts spinning, walking backwards, walking diagonally, etc.I am using the Goal system:protected void registerGoals() { super.registerGoals(); this.goalSelector.addGoal(1, new MeleeAttackGoal(this, 1.25, true)); this.targetSelector.addGoal(2, new NearestAttackableTargetGoal<>(this, Player.class, true, true)); }This does not seem to be a me issue as the ravager, one of the biggest vanilla mobs, also struggles with proper pathfinding. I am a bit familiar with how Minecraft's pathfinding works, but not enough to make a pathfinding system from scratch (or at least not in a reasonable amount of time). Is there any way to fix this with some tweaks or will I have to make a custom pathfinding system? Edited September 24Sep 24 by VictorEvers
21 hours ago21 hr Author On 10/1/2025 at 5:56 PM, dark phonis said:heydo u want someone to make this for youWell I was mainly trying to figure out whether or not I was doing something wrong and if it could be fixed by just adding something (e.g. maybe I was missing an Attribute or something like that), but if that's not the case then my only option is to use custom pathfinding. If someone has one that functions and is willing to share it, then I'd gladly use that instead of suffering through making my own.
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