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MCPE-224897

TNT Movement Speed Cap of 16 Blocks per Gametick Disrupts Advanced Redstone Contraptions

The 1.21.41 update introduced a universal 16 block/tick movement limit for all entities to prevent crashes. While effective for most entities, this unnecessarily restricts TNT which doesn't cause stability issues at high speeds. Unlike Java Edition where no such cap exists, this artificial restriction severely impacts TNT cannons,Flying machines and all redstone contraptions relying on high-speed entity movement. Our testing shows this artificial cap breaks many TNT-based contraptions that rely on uncapped movement physics.

Steps to Reproduce:

  1. Load provided test world "Test map(5)"

  2. Activate "Start testing" lever. The test map contains a command-block based "motion tracker" that records entity movement every gametick (similar to a real-world ticker tape timer). This system works by command blocks executing every gametick and detecting entity positions.

  3. Observe marker blocks placed for entities every gametick:

    • TNT: TNT blocks

    • Zombie: Soul Sand

    • Villager: Emerald Blocks

    • Chicken: Iron Blocks

    • Pillager: Fence Gates

    • Breeze: Gold Blocks

Observed Result:
All entities show exactly 16-block spacing between markers, proving the hardcoded limit. This differs from the Pre-1.21.40 behavior (single endpoint marker) and Java Edition.

Expected Result:
TNT and other entities should move without artificial limits (like Java Edition).

Attachments

Comments 8

This was stated as an intentional change in the 1.21.40 changelog:

  • Fixed a bug where extremely fast moving entities would cause the game to crash. Entities can now no longer move more than 16 blocks in a single tick. (For reference, an entity with Speed 255 will move ~11 blocks in a single tick.)

However, it creates a disparity, because this limitation does not exist in Java Edition and it breaks a whole category of contraptions that players use in Java Edition. It seems like more a hack fix than a proper fix to the crash issue.

The cap may not apply to projectiles by design, because projectiles get ticked outside of simulation distance (see (MCPE-178258; this is a factor in (MCPE-167769) (MCPE-184195)). Or the projectile component may just happen to use different functions than the movement component. 🤷‍♂️

But TNT couldn’t crash the game… Please fix TNT’s speed bug.

Can confirm. Here is a conversion rate table related to entity distance caps over multiple time periods:

Max entity movement distance in 1 game tick

Max entity movement distance in 1 real world second

Max entity movement distance in 1 real world minute

Max entity movement distance in 1 Minecraft day

Max entity movement distance in 1 real-world hour

16 blocks

320 blocks

19200 blocks

384000 blocks

1152000 blocks

Thank you for your report! 

However, this issue has been temporarily closed asAwaiting Response 

  • Could you please provide more details, what is the attached world supposed to demonstrate, and how should it be interpreted?

  • Could you also provide us with a video showing and describing the issue?

This ticket will automatically reopen when you reply.  

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1.21.40+ entities movement ticker-timer

[media]

1.21.30 entities movement ticker-timer

[media]

Ju_mao

(Unassigned)

1450722

Confirmed

Multiple

vanilla-parity

1.21.100.24 Preview, 1.21.94 Hotfix, 1.21.100

Retrieved