One way of fixing this is to change the call to this.item.split()
inside BrushableBlockEntity#dropContent(Player)
to this.item.copyAndClear()
. This would also eliminate the need to empty the item stack further down in the method.
// old
ItemEntity itemEntity = new ItemEntity(this.level, g, h, i, this.item.split(this.level.random.nextInt(21) + 10));
// proposed
ItemEntity itemEntity = new ItemEntity(this.level, g, h, i, this.item.copyAndClear());
Removed the inaccurate and incomplete "Code Analysis". Sorry for any confusion.
This is big news for technical players and those who use our designs for their own benefit, because one of the most well-known gold farming mechanics on the platform involves randomTicking portals to spawn zombified piglins at a fast rate.
I have also experienced this.
As far as I know, this is a result of secondary brightness being applied to snow but not grass, since grass has multiple textures.
the problem appears to occur due to portal blocks now using pendingTicks rather than instant updates
This also seems to occur when the block is retracted sideways. Am yet to fully confirm
Okay thanks for letting me know. When submitting the issue it just said "personal information" which I assumed would cover mention of my disability