Entities with the tick_world component leave their ticking area behind when teleported to rendered, unloaded chunks.
Steps to reproduce:
Download the TickWorldEntityBugReport.mcpack attached below & add it to a world.
Set your render distance to a value that doesn’t render 200 blocks away, such as 4.
Run the /debug:tickworld command.
This command will spawn a custom entity at your feet and, one tick later, teleports it 200 blocks away.
“One tick later” is important here, for some reason, there’s a separate bug where, if teleported in the same tick it is spawned, the entity will just be invalid until loaded by an external force.
Since the entity doesn’t have a texture or geometry, it’s just rendered as a simple DebugBox by the script.
Observe that the entity properly loads the area.
Use /reload to remove the chunkloading entity.
Set your render distance to a value that does render 200 blocks away, such as 24.
Run the /debug:tickworld command again.
Observe that the entity does not load the area.
In the attached video, the map in the top right shows loaded chunks. On the map, it’s clearly seen that the entity’s ticking area is left at the player (where the entity was before it was teleported into rendered, unloaded chunks) when it is teleported. Then, the ticking area is updated once the entity is loaded by the player coming near it.
Expected Result:
The tick_world entity’s ticking area should correctly follow it wherever it goes, including rendered, unloaded chunks.
Actual Result:
The tick_world entity’s ticking area does not follow it when teleported within rendered, unloaded chunks.
Why this is important:
tick_world entities are usually a reliable way to load chunks using the Script API. Ticking areas have a cap of 10 per world, and your script’s execution can be interrupted by hitting this max, making ticking areas unreliable when the player has several packs applied. Similarly, this bug makes tick_world entities unreliable since they won’t always properly load chunks when teleported within a rendered but unloaded area.
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Thank you for your report!
After consideration, the issue is being closed as Working as Intended.
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Might relate to or duplicate MCPE-99760 and MCPE-47573, which were resolved as “cannot reproduce” for some reason.
Mojang should really take a closer look at this one now, considering that this behaviour pack provides a consistent way to reproduce the bug, and this report points out the exact cause of the bug.