Affects only people who use datapacks using dimension-type of the end while effects is targeting minecraft:the_end.
Steps to reproduce:
Add datapack with the following set:
{
"ambient_light": 0,
"bed_works": false,
"coordinate_scale": 1,
"effects": "minecraft:the_end",
"has_ceiling": false,
"has_raids": true,
"has_skylight": true,
"height": 384,
"infiniburn": "#minecraft:infiniburn_end",
"logical_height": 384,
"min_y": 0,
"monster_spawn_block_light_limit": 0,
"monster_spawn_light_level": {
"type": "minecraft:uniform",
"value": {
"max_inclusive": 7,
"min_inclusive": 0
}
},
"natural": false,
"piglin_safe": false,
"respawn_anchor_works": true,
"ultrawarm": false
}
2. Restart server
3. Go to the end, place respawn anchor, and right click on it to set spawn point
4. go to the end portal and try to leave the end – it'll teleport you back to respawn anchor
Linked issues
Comments 6
There should still be a spawn check; if the respawn point is within the end as opposed to other dimensions, the exit portal should then take the player back to the world spawn in overworld on account of there being no alternative spawn points. I doubt it was intentionally designed so the player would be trapped at the end and that the only way out would be to destroy their current respawn point, defeating the point of having it in the first place.
That's a change request. The current behavior is not a bug, and simply follows the implementation rules.
Duplicate of MC-253536 (that took me a while to find back).
It may be designed to behave like that, but when Mojang added "respawn_anchor_works" for use in datapacks, that caused a breaking change with the current behavior with the exit portal under that circumstance. In short, "respawn_anchor_works" is not compatible for use with The End due to how exit portal and respawn anchor works. I see you're saying this is a duplicate of MC 253536 – it is not a duplicate, although related. In MC 253536, because of lack of user-specific cases, it cannot be stated as a problem and was correctly categorized as not a bug and design as intended.
However in this issue, I am pointing out a design problem in where "respawn_anchor_works" and respawn anchors becoming incompatible when used within The End dimension when using the exit portal, which is a very specific case. The fix for that is very simple, on usage of exit portal, check to see if respawn point is within the same dimension, if so, send player to world spawn, otherwise, send to player spawn point.
So I disagree with the categorization of this being a change request, it is a bug within design specs in where certain conditions are in place and trigger incompatibility with design specs. Ask the engineers, pretty sure they'll agree they didn't intend for that to happen when they added "respawn_anchor_works".
MC-253536: "Spawn point set in the end prevents leaving the end"
this: "Spawn point set in the end (via respawn anchor and data pack) prevents leaving the end (without destroying the anchor)"
This absolutely is a duplicate. Lack of reproduction steps in that report (which would just've been "use /spawnpoint") does not mean you're reporting a different issue.
The design for the exit portal hasn't changed, that's not a bug. The behavior of exit portal leading to spawn point is by design, not a bug. It doing so when it is in the end, rather than warping to the overworld follows that design, it is not a bug. You are requesting a change, not reporting a bug.
Thank you for your report!
We're tracking this issue in MC-253536, so this ticket is being resolved and linked as a duplicate.
That ticket has already been resolved as working as intended, which means this is not considered a bug and won't be fixed. Please do not leave a comment on the linked ticket.
If you haven't already, you might like to make use of the search feature to see if the issue has already been mentioned.
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This is the exact design rules the game follows; the exit portal brings you to your spawn point.
You can still break the anchor and return to world spawn.