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Athar42

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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).

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).

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

[media: 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)

[media: 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).

[media: 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.

Still occur in 1.21.4 and 1.21.5, quite annoying (and a quite old bug too 😵 )