It appears this is fixed in 1.21.5.
Oh wait, I just realized I was mixing this up with count. Durability 0 never deletes items, so this is probably WAI.
Confirmed in 1.20.6.
I don't think this is MC-267441. That issue says stepping fails under certain conditions. This issue says it works but steps too high. But if it was fixed by the fix for that issue anyway, cool.
@unknown I don't think this has any relation to MC-209. This isn't related to blocks persisting item data.
Ah, apparently it's supposed to be items
, not item
, even though https://www.minecraft.net/en-us/article/minecraft-java-edition-1-20-5 says the opposite.
@unknown It sounds like that use case could be addressed if Minecraft instead saved all item components in the tile entity, right? Similarly to MC-174496 but for more than just display name.
Confirmed in 1.20.3 😞
Confirmed in 1.19.3. Can someone please update the title and description to actually be accurate? The issue has nothing to do with whether it was one chunk or multiple chunks. The title should communicate that data/chunks.dat
doesn't save if the most recent /forceload
command failed at the time of saving. The first comment's reproduction steps and code analysis would be good to replace the current inaccurate description.
If appropriate, I wouldn't mind taking ownership of this issue and making these edits myself.
Duplicates MC-143952. This was unknown before because it was unclear that both issues were caused by the same thing.
To add more specific details, normally entering an End portal creates an obsidian platform at Y=48 and teleports the player to Y=49, but if you create an End portal in the Nether (e.g. using creative mode or `/setblock`), it instead creates the platform at Y=49 and teleports the player to Y=50. The X and Z coordinates are the same.
An example of why this is a problem is that it leads to builds around the platform appearing to be offset depending on which dimension you enter from (which is irritating for me as a mapmaker trying to use all three dimensions–I have to use commands to fix this in my map).
@railgun290 12 (and probably 13) blocks works fine for me in 1.19.2 if I'm not in the boat when it falls.
It is not `more mob heads v2.9.2.zip` that causes this issue. Adding that file fixed it for you because it overwrote whichever other pack had this issue. More Mob Heads doesn't touch the yellow shulker box loot table.
This also happens with advancement loot rewards. Should that be added as part of this issue, or should there be a new issue for that?
Why is this working as intended? How are creative players supposed to tell how many blocks they broke, as they would expect to from the statistics screen?
Agreed with the suggestion in the previous comment. Currently this issue can't feasibly be worked around in many use cases. In those cases, the performance cost is necessary given the way that data packs work. And generally, that cost is negligible anyway, since they are instances which only run once to load a single chunk, spawn an entity in it, and assign some data to the entity that we only necessarily have access to for one tick, which requires selecting it in the same tick it's summoned. Then it never runs again. It's not really an issue for performance to only run one synchronous chunk load per data pack during the world's entire lifetime.
Another use case this makes less feasible is chunk pre-generation. We can use the `/forceload` command for that in 1.16, but in 1.17, recursively spreading outward with `/forceload` commands throughout a very large area (of variable size) in order to generate chunks would take an extremely long time due to being asynchronous, with each iteration waiting for the previous iterations to finish, and there being tens of thousands of iterations.
Confirmed in 1.21.5.