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Mobs spin while pathfinding in 1.14.4


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Starting in forge version 1.14.4-28.1.72 I've notices that mobs will spin while trying to path find. This includes sheep following the player or zombies tracking the player. I've checked versions 28.1.71 and 28.1.111 (latest) to confirm the behavior is still present. I did all of my testing with no mods installed (besides forge).


Expected Behavior:

Mobs that are path finding (sheep following wheat or zombies tracking a player, etc.) should move towards the player in a mostly straight line.


Actual Behavior:

Starting in version 28.1.72, mobs will randomly spin 360 degrees every few seconds. They mostly don't spin all together. This behavior is more frequent when the player is moving.


Tested versions:

28.1.0 - good

28.1.70 - good

28.1.71 - good

28.1.72 - spinning

28.1.73 - spinning

28.1.111 (latest) - spinning

Edited by thehc
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This problem could be one of many:

1. There could be an unending loop of checks to follow the player or not, some of them being don't follow.

2. The navmesh or anything that the entities use to path find could be broken.

3. Something could be preventing the entities from following the player, hence the spinning. (re-calculation)


These are what popped into my head, but I'm not a developer. The only thing we can do is wait for the fix. (Although maybe leads can work? There's no pathfinding with leads so it probably will.)



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  • 2 weeks later...

Please provide more details, as this is not reproducible in our test environments, and actually 28.1.72 specifically FIXED mobs spinning in circles when they ended their navigation.

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
Patreon: http://www.patreon.com/lexmanos
Paypal: http://paypal.me/LexManos

BitCoin: 1Q8rWvUNMM2T1ZfDaFeeYQyVXtYoeT6tTn

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1 hour ago, LexManos said:

Please provide more details, as this is not reproducible in our test environments, and actually 28.1.72 specifically FIXED mobs spinning in circles when they ended their navigation.

I've experienced this with the latest 1.15.1 build while I was tinkering with making custom mobs, so I went back and used the latest forge without any mods, and compared it to vanilla.


I ran vanilla, spawned some cows from eggs in creative mode, flew in the air, and watched them wander around for a few.

Did the same with a fresh forge world ( 1.15.1 - 30.0.41 ), and the cows were noticably spinning circles here and there, without any real reason that I could discern, and I did not see that happen with the vanilla cows.


Let me know if I can provide you logs or video of it happening, I'd be happy to help any way I can, even if it's to get a working as intended :)

Edited by Ugdhar
typoed mobs when i meant mods
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This is my Forum Signature, I am currently attempting to transform it into a small guide for fixing easier issues using spoiler blocks to keep things tidy.


As the most common issue I feel I should put this outside the main bulk:

The only official source for Forge is https://files.minecraftforge.net, and the only site I trust for getting mods is CurseForge.

If you use any site other than these, please take a look at the StopModReposts project and install their browser extension, I would also advise running a virus scan.


For players asking for assistance with Forge please expand the spoiler below and read the appropriate section(s) in its/their entirety.


Logs (Most issues require logs to diagnose):


Please post logs using one of the following sites (Thank you Lumber Wizard for the list):

https://gist.github.com/100MB Requires member (Free)

https://pastebin.com/: 512KB as guest, 10MB as Pro ($$$)

https://hastebin.com/: 400KB

Do NOT use sites like Mediafire, Dropbox, OneDrive, Google Drive, or a site that has a countdown before offering downloads.


What to provide:

...for Crashes and Runtime issues:

Minecraft 1.14.4 and newer:

Post debug.log

Older versions:

Please update...


...for Installer Issues:

Post your installer log, found in the same place you ran the installer

This log will be called either installer.log or named the same as the installer but with .log on the end

Note for Windows users:

Windows hides file extensions by default so the installer may appear without the .jar extension then when the .log is added the log will appear with the .jar extension


Where to get it:

Mojang Launcher: When using the Mojang launcher debug.log is found in .minecraft\logs.


Curse/Overwolf: If you are using the Curse Launcher, their configurations break Forge's log settings, fortunately there is an easier workaround than I originally thought, this works even with Curse's installation of the Minecraft launcher as long as it is not launched THROUGH Twitch:

  1. Make sure you have the correct version of Forge installed (some packs are heavily dependent on one specific build of Forge)
  2. Make a launcher profile targeting this version of Forge.
  3. Set the launcher profile's GameDir property to the pack's instance folder (not the instances folder, the folder that has the pack's name on it).
  4. Now launch the pack through that profile and follow the "Mojang Launcher" instructions above.






or alternately, 


Fallback ("No logs are generated"):

If you don't see logs generated in the usual place, provide the launcher_log.txt from .minecraft


Server Not Starting:


If your server does not start or a command window appears and immediately goes away, run the jar manually and provide the output.


Reporting Illegal/Inappropriate Adfocus Ads:


Get a screenshot of the URL bar or copy/paste the whole URL into a thread on the General Discussion board with a description of the Ad.

Lex will need the Ad ID contained in that URL to report it to Adfocus' support team.


Posting your mod as a GitHub Repo:


When you have an issue with your mod the most helpful thing you can do when asking for help is to provide your code to those helping you. The most convenient way to do this is via GitHub or another source control hub.

When setting up a GitHub Repo it might seem easy to just upload everything, however this method has the potential for mistakes that could lead to trouble later on, it is recommended to use a Git client or to get comfortable with the Git command line. The following instructions will use the Git Command Line and as such they assume you already have it installed and that you have created a repository.


  1. Open a command prompt (CMD, Powershell, Terminal, etc).
  2. Navigate to the folder you extracted Forge’s MDK to (the one that had all the licenses in).
  3. Run the following commands:
    1. git init
    2. git remote add origin [Your Repository's URL]
      • In the case of GitHub it should look like: https://GitHub.com/[Your Username]/[Repo Name].git
    3. git fetch
    4. git checkout --track origin/master
    5. git stage *
    6. git commit -m "[Your commit message]"
    7. git push
  4. Navigate to GitHub and you should now see most of the files.
    • note that it is intentional that some are not synced with GitHub and this is done with the (hidden) .gitignore file that Forge’s MDK has provided (hence the strictness on which folder git init is run from)
  5. Now you can share your GitHub link with those who you are asking for help.

[Workaround line, please ignore]


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