Hi ! Sorry about the delayed reply.
I agree that this seems to be an iffy/hard to pin down bug - I'm quite clueless myself actually - and i understand that just a mention of it occurring, without much info or speculation as to reproducing it isn't too useful for the devs. This hadn't happened ever before for me (I keep switching difficulty relatively often in a few worlds). I found out about this ticket shortly afterwards by asking some others, and seeing that it had been temporarily closed, I thought of adding a comment.
I tried reproducing the bug again a couple of times (in newly created worlds, as well as the existing ones), to no avail. I've attached a short clip "(not a successful demo).mp4
" to the ticket, recorded in a copy of the same world (from a backup closest to the time it had happened, although i did spend a few days doing other things without sleeping to get phantoms to spawn). I perform the same actions, in the same place as I did when it originally occurred - to give a visual idea of what it looked like (except for the fact that phantoms would have remained ultimately -they didnt).
Some minor differences from the video are (just in case there are some vague connections) -
When it originally happened, I wasn't wearing armour with thorns on it (if the damage taken by phantoms counts as some sort of "interaction"), so they took no damage then.
There also were a few other monsters targeting/following me originally - I'd changed it from peaceful to hard to lead a zombie into my villager trading hall, so that i could infect & cure them to get discounts. They disappeared when i changed back to peaceful.
There had also been some other very strange glitches (forgot to mention this in the first comment !) before, where it was raining/snowing non-stop for several days in a row (even after I slept at nights), and in-between the rain stopped (no particles/fog) for a while but the sky remained dark as earlier, before continuing again. I saved & quit, re-logged in when it went back to normal, and a few in-game days later was when the phantom incident occurred.
I was the only player online at the time, so only the 8-chunk sim distance chunks were ticking (and the phantoms were relatively close by, like in the video). The height is also around y=72.
If i find it happens again, I'll definitely provide an export of the world.
Hi !
I witnessed this issue in one of my worlds, by chance just a few days ago.
I'm playing in the 1.17.10 stable release on Windows 10, all Experimental features OFF, no cheats/commands and behaviour packs. The world is a singleplayer/local world, Simulation distance 8 chunks.
Description :
I was in survival on hard difficulty in the overworld at night, when 2-3 phantoms naturally spawned above me. They had swooped down to attack, when I needed to change the difficulty to peaceful to avoid some villagers nearby getting attacked.
I changed it from the settings menu in-game/without exiting (i.e. - Press Esc
-> Click Settings
-> Set Difficulty to 'Peaceful' -> Back -> Resume Game
).
Expected Results :
All monsters, including phantoms, are removed immediately.
Observed Results :
The phantoms that had spawned were still hovering in the sky. All other hostile mobs that I could see (Creepers, Zombies, Skeletons, Spiders & Strays) had gone, but just the phantoms were left. Note that I neither moved meanwhile, (all chunks remained loaded/unloaded as they were), nor did i Save & Quit
and re-enter the world, contrary to the description in this ticket; nor were there any accessible portals nearby. I went to my base (far underground in the same chunks , around y=10) to sleep, and by the time I came back up they were gone, I assume by burning in the daylight.
I can't say whether they were hostile while in peaceful mode, since they had all finished swooping down to attack me once, just before I changed the difficulty, and had resumed their behaviour of circling in the sky for a few minutes (so they weren't going to attack again soon after, even on Hard difficulty). They continued circling for a while before I went to sleep.
This hasn't happened every time i was changing difficulty. I can't think of anything "special" about this particular situation that caused them to remain. However, it definitely happened and this issue is still possible. I unfortunately wasn't recording etc at the time so I don't have a video/screenshot (though I guess it wouldn't add much more info/visualisation to the verbal description above, anyway...) I can try to reproduce it again and see if I have any success.
@GoldenHelmet sorry about that - it turned out that my upload expired 😞 . I've uploaded the video again (and made note of the expiry settings on that platform) so the new link is https://gofile.io/d/A0hGrx , and it's now here as well https://drive.google.com/file/d/1haCHRTl9YCLKbYW0T2c6komcck82hDKY/view?usp=sharing .
I've also edited the links in my original comment.
@Danny yes the chunk saving order idea is similar to what I was guessing too, and crashes/unloading/etc are probably just various reasons the saving procedure is interrupted and doesn't finish normally... @Shannon Young Thanks for the details! It still hasn't caused the bug in my game that way yet - I have some bees which keep flying around my farms in survival- but if things disappear again I'll try removing them first.
@Shannon Young - Thanks for pointing that out ! I've edited my comment to reflect that too...
I guess I hadn't noticed it since I had chunk-aligned all my farms and trading halls in my survival worlds and fenced off more or less everything that contained mobs with persistence (which are mostly in my farms), so nothing was really crossing over - and that appeared to be a failsafe workaround. I'll keep this in mind !
I'm curious though - does it have to be an entity of the same type (like a tame cat moving into a chunk with other tame cats, making them disappear) or any other kind of entity with persistence (villager, etc going into the chunk with cats) that can make this happen ?
I've been experiencing this bug since 1.12 or so (that was when I first noticed it) - mainly due to crashes - minecraft on my PC (not specialised for gaming etc, a regular desktop computer running Windows 10 Home 64-bit with 8 GB RAM, no external GPU and an Intel i5 3.2GHz processor) crashes very frequently (or it used to - the 1.16.x updates have fixed many of these crashes). It has caused me lots of trouble and wasted hours of effort in my survival worlds too.
In the video, I've tried to make the game crash by itself again, as well as forcibly crashing it later on. From the discussion above, I gathered that nether portal usage and travelling far away in the overworld are also possible causes, though I hadn't really noticed the effect of these while playing ; and I coudn't reproduce it this way in the video as well. (Possibly these are causes only on realms ? Or do nether portals need to be in specific places relative to the entities and chunk borders ?) Anyhow, I'll try to list down everything within my awareness about this issue to reduce ambiguity and help pin it down.
So here are my personal observations (I've lost 100s of entities in survival repeatedly over the years due to this bug; so I can say everything below with confidence as I've seen each of these effects several times) :
IMPORTANT Any entity that crosses over a chunk boundary into other chunks is at risk of disappearing due to this bug. Entities that don't/can't move between chunks are 100% safe and will not disappear shouldn't disappear as long as another entity with persistence doesn't enter the same chunk as well (not sure about this). (For this reason, mobs that move around more, such as villagers, bees and chickens seem to vanish more frequently than those that don't, like armour stands or turtles on land).
IMPORTANT The absolute distance of an entity from the surrounding chunk boundaries doesn't affect anything - all that matters is whether it has crossed into other chunks recently (I've seen villagers standing in the middle of a chunk vanish while others standing on a chunk boundary remain...) ('recently' means before you last normally 'Save & Quit' exited your world)
A physical boundary around chunk borders is actually not necessary for entities that won't walk around, like tamed wolves/cats/parrots that are sitting down - they won't despawn; but it's probably the only way to keep all other mobs from wandering around, so better to use it.
For crashes, any form of crash (natural or forced) (any way of exiting the world or Minecraft app without normally saving and quitting) can cause this bug to occur
For villagers that disappear due to this bug, any workstation/bed the villager was linked to remains unclaimable by other villagers until you break and replace it (this was already noticed by @Nicholas Otto as well)
When villagers disappear, the population of the village seems to be affected immediately though, as reflected by subsequent iron golem spawning rates (after 1.16); and when you replace the bed, willing villagers with food do start breeding to occupy it again, as if the population was < 100%.
If the mob that vanishes was attached to a lead, the 'lead knot' remains on the fence post visually, but disappears without dropping anything when you right click on it (so effectively the lead (and any nametags/saddles/armor/etc) are lost along with it) - also shown in @Danny 's picture
This is certainly related to chunk boundaries and how entities/chunks are saved on bedrock edition.
I haven't personally ever seen @Brandon Paulk 's thought that the entities crossing chunk boundaries may be getting teleported to other parts of the world occur for myself so I can't say anything about that.
One mechanism suggested by @Blobs2 - quoting it again -
Suppose chuck A saves, a mob from chunk B comes to chunk A, chunk B saves, and the game crashes before chunk A saves again. Then both chunks would have been saved without the mob.
I think a similar occurrence could cause mobs to duplicate. Has anyone observed this?
seems very plausible, but I want to stress that it doesn't seem like entities ever duplicate (even if chunks are being saved according to a specific order, the way in which so many mobs walk around while not pathfiniding seems very random, so there surely would be instances where the mob was in chunk B to start with, got saved there, moved to A and got saved again; and the game crashed before B was saved without it; and it is duplicated on reloading those chunks). I haven't seen anything like this happen myself or heard of it from others - so the mechanism probably doesn't allow this ( @Jonathan Hanzel - i think duplicating mobs using structure blocks and /clone commands is intentional)
This happened to me too recently. I visited a stronghold below a desert village, and after exploring it when I flew back into the air I noticed that there were 3 desert temples nearby (3rd is just out of sight in this screenshot) :
[media]2 and 3 had no chests at all, like some of the photos attached to this report by other players (everything about the temples is normal, including pressure plates & TNT etc; but no chests). However temple 1 had the chests.
In case this specific orientation of the temples helps anyone else debugging, the seed is -1891601025 and coords of the stronghold are around (x,z) = (3400, -860). Flying from south to north above that village, you'll be able to see the desert temples as I did and as in the attached photo.
Edit : After seeing the hypothesis here about it possibly being related to the render & simulation distances, and how the player moves, I imported a recent backup of the same world that I'd made just a short while before going to that area the first time, and generated those chunks again.
Originally : Simulation distance 12 chunks, render distance 22
The 2nd & 3rd times: Same settings 2nd time, and then with simulation dist 8, render dist 22 for 3rd.
Both these times, the opposite happened ! (Temples 2,3 generated the loot chests and 1 did not)
A 4th try : Both sim and render dist = 12 chunks
This time all 3 had chests !
Other than the first time when I moved around a lot more while exploring the stronghold, the remaining 3 times I directly flew in to that area from the south (as in the screenshot)