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.
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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