In the 1.21.5 changelog, it says that random ticks should occur in chunks loaded by sources other than the player. I have tested this in 1.21.5 using grass growing and rain filling cauldrons; in neither case did it work (I tested with a nether portal chunk loader on a server, and with an ender pearl stasis chamber on a single player world). The random tick change did appear to work in the same single player world in 25w06a, when the change was originally made; however it did not work in the first pre-release or the final version. I suspect it was inadvertently broken when they fixed the “infinite lag glitch” from random ticks occurring in lazy chunks in 25w09a.
To reproduce:
Open a new world.
Move far enough away from spawn as to not be in the spawn chunks (my testing did not involve spawn chunks) and create an ender pearl stasis chamber.
Type /gamerule randomtickspeed 0
Create a grass block, surrounded by 8 dirt blocks, not on the ground.
Teleport far away so you are out of render distance of the device.
Type /gamerule randomTickSpeed 1000
Wait a few seconds
Type /gamerule randomTickSpeed 0
Teleport back.
If the mechanic were working as intended, the grass would have spread; however it does not when you do this in 1.21.5.
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Cannot reproduce. Note that in 25w09a, random ticks were changed from happening in block ticking chunks to only entity ticking chunks, which means that random ticks now only happen in the exact chunk the ender pearl is in. Make sure there isn’t a chunk border between the ender pearl and the grass in your setup.
I am unable to reproduce this in 1.21.5
The grass spread correctly as the ender pearl is chunk loading the area.
I have just updated my single player world, and rebuilt my portal chunk loader for my mob switch, which is also not working any more.