When a Copper Golem selects the max 10 normal chests to put its items in, it includes chests that it can’t pathfind to within the list. In some cases, it will prioritize chests it can’t pathfind to over chests it can pathfind to, leading it to effectively having a chest limit below 10.
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It might be more intuitive to have a line-of-sight check, than a pathability check per (MCPE-224672). Or maybe both should be implemeted.
The reported fix for this in 1.21.110.23 is not effective. Copper golems still get distracted by unreachable chests and make pathfinding attempts to get as close as they can to them. The change seems to be that they now exclude a chest from future searches after they fail pathfinding to it. That change does allow them to find the reachable chest in the setup that I shared in my previous comment. However, they still get distracted and delayed by unreachable chests, and they still can get stuck never finding reachable chests, as in this setup:
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In the setup above, the expected behavior is that they go straight from the copper chest to the wooden chest on the right.
This layout can be used to reproduce the bug: 10 empty and inaccessible wooden chests closer to a copper chest than an accessible wooden chest. Place a single item in the copper chest and the golem takes it, but never delivers it.
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