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MC-248626

Falling block replacing blocks

Was playing around with falling blocks doing an hide-and-seek like command (execute at @a align xyz run summon falling_block ~.5 ~-.01 ~.5 {Time:-1,NoGravity:1,BlockState:{Name:grass_block}}), when I noticed that going on grass blocks with the vertical adjustment in the command (~-.01), has been replacing them with air, leaving above one falling block of mine (with Time NBT changed to 1). This occurs with blocks that have same id as BlockState.Name in my falling blocks; didn't try with special ones, like repeaters.

Comments 5

This is intentional;this code was added as a failsafe, and for spawning of falling blocks; if the state doesnvt match, the falling sand shouldn't exist, and gets deleted instead. It also makes it very simply for making blocks fall, no need to add additional code to delete the block.

@Dhranios I'm not sure of what you mean. I'm not talking about the "Time" NBT being 0 (causing the falling block to despawn), but about the block below (not an entity) being replaced with air. The only thing about the falling block is the change in the "Time" NBT to value 1, but that isn't the main issue.

The replacing with air is part of that failsafe; if the falling block was wrongly created, it won't destroy the block, only fall or not fall.

Sorry about bothering you, I wanna understand it clear. What do you mean by "wrongly" created? What is this failsafe for? And what's the purpose of replacing the block?

The failsafe is to prevent duplication bugs and alike.
Wrongly created as in the entity spawned in, but the block isn't the corresponding block anymore.
The replacing of the block is also a failsafe, and makes "dropping blocks" easier to add by only needing to spawn in the falling block.

OrHy3

(Unassigned)

Unconfirmed

(Unassigned)

1.18.1

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