Set Pathfinding Malus

Description

Sets the pathfinding malus of a mob, influencing how a particular entity evaluates different types of blocks when calculating its path

Attributes

Attribute Aliases Description Default
malus type, malustype The type of block or terrain the entity can encounter OPEN
value amount A weight that represents how "undesirable" the associated block or terrain is for pathfinding. Can be negative 0.0

Malus Attribute

The valid malus types are

BLOCKED OPEN WALKABLE WALKABLE_DOOR
TRAPDOOR POWDER_SNOW DANGER_POWDER_SNOW FENCE
LAVA WATER WATER_BORDER RAIL
UNPASSABLE_RAIL DANGER_FIRE DAMAGE_FIRE DANGER_OTHER
DAMAGE_OTHER DOOR_OPEN DOOR_WOOD_CLOSED DOOR_IRON_CLOSED
BREACH LEAVES STICKY_HONEY COCOA
DAMAGE_CAUTIOUS

Value Attribute

When the entity's AI calculates a path, it checks the block types along the potential path. By setting a malus using this function, you can make the entity more or less likely to walk over, around, or avoid certain blocks. For example:

  • A positive value (e.g., 1.0) means the entity will consider this block type harder to walk over or less favorable, causing the entity to try to avoid it.
  • A negative or zero value (e.g., -1.0 or 0.0) means the entity will consider this block type neutral or easier to walk over, making it more likely to choose paths with these blocks

Examples

  Skills:
  - setpathfindingmalus{malus=BLOCKED;value=2} @self

Aliases

  • setmalus
  • malus
Updated Aug 19, 2026