Iʼm sorry; I should have used that or a similar format already. Iʼve updated the bug report. (Your example issue link is broken, and the closest I could find is https://help.minecraft.net/hc/en-us/articles/4408887473421-Mojang-Bug-Tracker-Guidelines which does not have an example. I tried to make it match the example you gave in your response instead.)
I think Iʼve attached the video demonstration to this reply. Iʼm sorry for the video size; I didnʼt mean to record in so high quality but donʼt know how to easily downscale it. Iʼm also sorry about the audio quality, but at least itʼs understandable. My first attempt wasnʼt because there was far too much background noise.
[media]Please close as a duplicate of MC-121278; I searched for duplicates before posting but did not find that until just now.
If I understand correctly, the expected behavior is:
An entity that is a passenger cannot be teleported at all
An entity that is a vehicle but not a passenger can be teleported, and will take all its passengers with it, and the passengers will not dismount.
Is this correct? It is what I observe with only non-player passengers, though I haven’t tested extensively.
With a player passenger (on single player), instead I see that teleporting the player dismounts them, and teleporting the vehicle a short distance does not work (as described above), but teleporting a long distance sometimes works and sometimes doesn’t, with one particular case where I teleported into unrendered (but loaded) chunks putting me somewhere the client had no data, and instead of loading the chunk I was apparently falling (client-side only) until I quit the world and restarted and was back where I was pre-teleport.
I assume that the issue is that the client and server both have some control over player location and they are fighting over it in this case?
I have not yet tested player vehicles but I expect they behave as normal, as long as they also don’t have player passengers.
Further details: This checks the block above the hopper minecart. If that block is solid, it wonʼt pull from the world. If you have a top slab with an item on top of it, it will pull that item; the range is not actually reduced. If an item is in range inside a solid block but the block above the hopper minecart isnʼt solid, the item will be pulled.
Yes, the change is less than a line of code in the ChestBlock
class. The mirror
function (as named in the official mappings) already exists and just needs the block state updated to swap left and right chest types (a function which also already exists, net.minecraft.world.level.block.state.properties.ChestType.getOpposite
in the official mappings).
Oops; I searched for the other related issue I filed but not this one.
Affects 20w27a, for minecarts with mobs in them.
If I use `/spawnpoint` to set my spawn in the End, and then use this trick, and I enter the exit portal:
The first time I do that, I get the credits, and then respawn at my spawn point in the End. This is probably as expected, but makes it hard to leave the End.
On subsequent times, when I do not get the credits, I respawn in the End, but get stuck on the “Loading terrain…” screen. I can still hear sounds appropriate to my spawn point (including, if I use a respawn anchor, the sound of it losing a charge), but I cannot control the game or see anything; I need to exit the game and restart.
Downscaled video, and also re-encoded in a format that the website can play instead of needing to download it.
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