mojira.dev
MC-311489

Wardens do not despawn (dig) and lost his brain memory (emptied)

  • “Short” description of the issue

    • Wardens (both spawned naturally or with egg) may fail to burrow itself when not triggered (no anger).
      Looking at his entity NBT data, the whole “memories” part is emptied.

    • This “brain washing” seems quite random. On 90 spawns, I got from 1 to 30 to lost their brain memories and not digging down.

    • This also seems to occur when doing a contraption where all the Wardens are pushed into a one block space (scaffolding, screenshots provided). Spawning 90 wardens on a flat surface seems to be fine (unless two wardens or more are colliding inside themselves, in which case, they never despawn)

    • I didn’t saw that issue (same setup) in earlier 1.21 releases.

  • Steps to reproduce the issue

    • Spawn 90+ wardens and let them get inside a “one block” area. If used a block to attrack them, disable/remove it and wait for the despawn time.

    • Some will still remain (tested in Vanilla Server 26.2)

  • Expected result

    • All Wardens should despawn after their cooldown expired.

  • Actual result

    • A few Wardens remains active. Memories are lost too (which seems to prevent further despawn/sniffing/… actions).

    • If you logout, wait a few seconds (+/- 5 secs) then log back in, this will instantly trigger the digging animation and the remaining Wardens will despawn.

Attachments

Comments 5

Unsure that the images were successfully uploaded with the report, so posting them here again.

Test setup.png

=> Test setup (spawning on the left side, help to push them in the spot with the water, and noteblock to make them climb the scaffolding)

All in place - memories OK.png

=> All the 90 wardens being spawned at their final location (a random data get show that some “memories” data are present).

Remaining warden not despawning.png

=> One or more Wardens remain, and no more “memories” data. Will only despawn if killed or leaving the server/world, waiting a few moment and getting back there.

We do not have enough information to find the cause of this issue.

Please attach the affected (zipped) world file. If the file size is too large, please upload it somewhere else and then link to it here.

This issue is being temporarily resolved as Awaiting Response. Once the requested information has been delivered, the report will be reopened automatically.

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As this may be “complicated” to provide only one world, I’ll do the following :

  • Video recording from the world creation, warden trap + 100 wardens spawned (+ entire process to get them off)

  • One ZIP with 100 wardens already spawned waiting at their trapped location (with the noteblock active. Destroying the bottom observer will be the only things to do to observe the behavior)

  • One ZIP right after I close the world (and before joining back again). This world will only contain the “buggued” Warden(s) (but will pop off if you get into the world).

After further investigation, some Wardens were "flying" (not touching “ground”). As soon as they touched it again (which "self fixed" on reloging), the Wardens was able to dig down successfully.

Some collisions logic might have changed since 1.21.x and now some of the Wardens being trapped doesn't align as expected when they are too many.

The brain memory is still emptied before the Warden actually despawn (which maybe not be a good logic by itself)

We can just close this (and I’ll see how I can counter that behavior).

Will close as CR as per your comment

Athar42

(Unassigned)

Unconfirmed

26.2

Retrieved