Functions break when making blocks while chunks are being generated
Instead of waiting for chunks to be generated, functions that attempt to teleport the player far away and create a structure where the player was just teleported to will instead generate nothing. For function files that require teleporting to operate, players may fall to their deaths while complex commands break easily from this.
A workaround by using /tickingarea before placing structures has been found that helps mitigate this issue to an extent, but does not fix the underlying bug as it still happens if you use functions! Functions currently have no feature to pause execution after teleport to new chunks or a way to manage the rate at which functions are executed.
Simply repasting a function is a naive option that works for some, but It can't always be done that way.
For example, this should have sent players to the Nether at various locations in the world, but instead players fall to their deaths as none of it was generated properly.
spreadplayers 0 0 1000 8000 @a
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 254 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~-1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~-1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~ portal
tp @a ~ 255 ~
(Unfortunately for an Addon I'm making, this bug forced me to use squid clocks as a simple suffocation timer [18 seconds and annoying] to temporarily workaround this. I now use a special command to generate a portal on player if bedrock is detected at y=0, which requires effects to stop players from dying. All of which is too slow and cumbersome to deal with.)
Created Issue:
Functions break when making blocks while chunks are being generated
Instead of waiting for chunks to be generated, functions that attempt to teleport the player far away and create a structure will instead generate nothing. For function files that require teleporting to work, this breaks them entirely. Players may fall to their deaths and complex commands can break easily from this.
For example, this should have sent players to the Nether at various locations in the world, but instead players fall to their deaths as none of it was generated properly. A workaround such as using resistance + slow falling or teleportation does not fix anything.
spreadplayers 0 0 1000 8000 @a
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 254 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~-1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~-1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~ portal
tp @a ~ 255 ~
- Unresolved
- Open
- Unconfirmed
- Windows
- Windows 10 Home
- 1.14.2.51 Beta 1.14.1 Hotfix
Instead of waiting for chunks to be generated, functions that attempt to teleport the player far away and create a structure will instead generate nothing. For function files that require teleporting to work, this breaks them entirely. Players may fall to their deaths and complex commands can break easily from this.
For example, this should have sent players to the Nether at various locations in the world, but instead players fall to their deaths as none of it was generated properly. A workaround such as using resistance + slow falling or teleportation and somehow generating it later does not fix anything.
spreadplayers 0 0 1000 8000 @a
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 254 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~-1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~-1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~ portal
tp @a ~ 255 ~
Instead of waiting for chunks to be generated, functions that attempt to teleport the player far away and create a structure will instead generate nothing. For function files that require teleporting to work, this breaks them entirely. Players may fall to their deaths and complex commands can break easily from this.
For example, this should have sent players to the Nether at various locations in the world, but instead players fall to their deaths as none of it was generated properly. A workaround such as using resistance + slow falling or teleportation and somehow generating it later does not fix anything as it can still happen if chunks generate too slowly.
spreadplayers 0 0 1000 8000 @a
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 254 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~-1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~-1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~ portal
tp @a ~ 255 ~
Instead of waiting for chunks to be generated, functions that attempt to teleport the player far away and create a structure will instead generate nothing. For function files that require teleporting to work, this breaks them entirely. Players may fall to their deaths and complex commands can break easily from this.
For example, this should have sent players to the Nether at various locations in the world, but instead players fall to their deaths as none of it was generated properly. A workaround such as using resistance + slow falling or teleportation and somehow generating it later does not fix anything as it can still happen if chunks generate too slowly.
spreadplayers 0 0 1000 8000 @a
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 254 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~-1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~-1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~ portal
tp @a ~ 255 ~Instead of waiting for chunks to be generated, functions that attempt to teleport the player far away and create a structure will instead generate nothing. For function files that require teleporting to work, this breaks them entirely. Players may fall to their deaths and complex commands can break easily from this.
For example, this should have sent players to the Nether at various locations in the world, but instead players fall to their deaths as none of it was generated properly.
A workaround such as using resistance + slow falling or teleportation and somehow generating it later does not fix anything as it can still happen if chunks generate too slowly.
A workaround by using /tickingarea before placing structures has been found that helps mitigate this issue to an extent, but does not fix the underlying bug as it can still happen if chunks generate too slowly.spreadplayers 0 0 1000 8000 @a
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 254 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~-1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~-1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~ portal
tp @a ~ 255 ~
Instead of waiting for chunks to be generated, functions that attempt to teleport the player far away and create a structure will instead generate nothing. For function files that require teleporting to work, this breaks them entirely. Players may fall to their deaths and complex commands can break easily from this.
For example, this should have sent players to the Nether at various locations in the world, but instead players fall to their deaths as none of it was generated properly.
A workaround such as using resistance + slow falling or teleportation and somehow generating it later does not fix anything as it can still happen if chunks generate too slowly.
A workaround by using /tickingarea before placing structures has been found that helps mitigate this issue to an extent, but does not fix the underlying bug as it can still happen if chunks generate too slowly.spreadplayers 0 0 1000 8000 @a
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 254 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~-1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~-1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~ portal
tp @a ~ 255 ~Instead of waiting for chunks to be generated, functions that attempt to teleport the player far away and create a structure will instead generate nothing. For function files that require teleporting to work, this breaks them entirely. Players may fall to their deaths and complex commands can break easily from this.
For example, this should have sent players to the Nether at various locations in the world, but instead players fall to their deaths as none of it was generated properly.
A workaround such as using resistance + slow falling or teleportation and somehow generating it later does not fix anything as it can still happen if chunks generate too slowly.A workaround by using /tickingarea before placing structures has been found that helps mitigate this issue to an extent, but does not fix the underlying bug as it can still happen if chunks generate too slowly.
spreadplayers 0 0 1000 8000 @a
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 254 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~-1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~-1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~ portal
tp @a ~ 255 ~
Instead of waiting for chunks to be generated, functions that attempt to teleport the player far away and create a structure will instead generate nothing. For function files that require teleporting to work, this breaks them entirely. Players may fall to their deaths and complex commands can break easily from this.
For example, this should have sent players to the Nether at various locations in the world, but instead players fall to their deaths as none of it was generated properly.
A workaround such as using resistance + slow falling or teleportation and somehow generating it later does not fix anything as it can still happen if chunks generate too slowly.
A workaround by using /tickingarea before placing structures has been found that helps mitigate this issue to an extent, but does not fix the underlying bug as it can still happenifchunksgenerate too slowly.spreadplayers 0 0 1000 8000 @a
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 254 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~-1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~-1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~ portal
tp @a ~ 255 ~Instead of waiting for chunks to be generated, functions that attempt to teleport the player far away and create a structure will instead generate nothing. For function files that require teleporting to work, this breaks them entirely. Players may fall to their deaths and complex commands can break easily from this.
For example, this should have sent players to the Nether at various locations in the world, but instead players fall to their deaths as none of it was generated properly.
A workaround such as using resistance + slow falling or teleportation and somehow generating it later does not fix anything as it can still happen if chunks generate too slowly.A workaround by using /tickingarea before placing structures has been found that helps mitigate this issue to an extent, but does not fix the underlying bug as it can still happen regardless if the chunk generates too slow!
spreadplayers 0 0 1000 8000 @a
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 254 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~-1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~-1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~ portal
tp @a ~ 255 ~
Instead of waiting for chunks to be generated, functions that attempt to teleport the player far away and create a structure will instead generate nothing. For function files that require teleporting to work, this breaks them entirely. Players may fall to their deaths and complex commands can break easily from this.
For example, this should have sent players to the Nether at various locations in the world, but instead players fall to their deaths as none of it was generated properly.
A workaround such as using resistance + slow falling or teleportation and somehow generating it later does not fix anything as it can still happen if chunks generate too slowly.A workaround by using /tickingarea before placing structures has been found that helps mitigate this issue to an extent, but does not fix the underlying bug as it can still happen regardless if
the chunk generates too slow!spreadplayers 0 0 1000 8000 @a
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 254 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~-1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~-1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~ portal
tp @a ~ 255 ~Instead of waiting for chunks to be generated, functions that attempt to teleport the player far away and create a structure will instead generate nothing. For function files that require teleporting to work, this breaks them entirely. Players may fall to their deaths and complex commands can break easily from this.
For example, this should have sent players to the Nether at various locations in the world, but instead players fall to their deaths as none of it was generated properly.
A workaround such as using resistance + slow falling or teleportation and somehow generating it later does not fix anything as it can still happen if chunks generate too slowly.A workaround by using /tickingarea before placing structures has been found that helps mitigate this issue to an extent, but does not fix the underlying bug as it can still happen regardless if you use it! Functions currently have no feature to pause execution after teleport to new chunks or a way to manage the rate at which functions are executed or even a simple timer.
spreadplayers 0 0 1000 8000 @a
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 254 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~-1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~-1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~ portal
tp @a ~ 255 ~
Instead of waiting for chunks to be generated, functions that attempt to teleport the player far away and create a structure will instead generate nothing. For function files that require teleporting to work, this breaks them entirely. Players may fall to their deaths and complex commands can break easily from this.
For example, this should have sent players to the Nether at various locations in the world, but instead players fall to their deaths as none of it was generated properly. A workaround
such as using resistance + slow falling or teleportation and somehow generating it later does not fix anything as it can still happen if chunks generate too slowly.A workaround by using /tickingarea before placing structures has been found that helps mitigate this issue to an extent, but does not fix the underlying bug as it can still happen regardless if you use it! Functions currently have no feature to pause execution after teleport to new chunks or a way to manage the rate at which functions are executed or even a simple timer.
spreadplayers 0 0 1000 8000 @a
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 254 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~-1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~-1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~ portal
tp @a ~ 255 ~Instead of waiting for chunks to be generated, functions that attempt to teleport the player far away and create a structure will instead generate nothing. For function files that require teleporting to work, this breaks them entirely. Players may fall to their deaths and complex commands can break easily from this.
For example, this should have sent players to the Nether at various locations in the world, but instead players fall to their deaths as none of it was generated properly.
A workaround by using /tickingarea before placing structures has been found that helps mitigate this issue to an extent, but does not fix the underlying bug as it can still happen regardless if you use it! Functions currently have no feature to pause execution after teleport to new chunks or a way to manage the rate at which functions are executed or even a simple timer.
spreadplayers 0 0 1000 8000 @a
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 254 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~-1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~-1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~ portal
tp @a ~ 255 ~
Instead of waiting for chunks to be generated, functions that attempt to teleport the player far away and create a structure will instead generate nothing. For function files that require teleporting to
work, this breaks them entirely. Players may fall to their deaths and complex commandscanbreak easily from this.For example, this should have sent players to the Nether at various locations in the world, but instead players fall to their deaths as none of it was generated properly.
A workaround by using /tickingarea before placing structures has been found that helps mitigate this issue to an extent, but does not fix the underlying bug as it can still happen regardless if you use it! Functions currently have no feature to pause execution after teleport to new chunks or a way to manage the rate at which functions are executed or even a simple timer.
spreadplayers 0 0 1000 8000 @a
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 254 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~-1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~-1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~ portal
tp @a ~ 255 ~Instead of waiting for chunks to be generated, functions that attempt to teleport the player far away and create a structure will instead generate nothing. For function files that require teleporting to operate, this breaks them entirely. Players may fall to their deaths and complex commands break easily from this.
A workaround by using /tickingarea before placing structures has been found that helps mitigate this issue to an extent, but does not fix the underlying bug as it can still happen regardless if you use it! Functions currently have no feature to pause execution after teleport to new chunks or a way to manage the rate at which functions are executed or even a simple timer.
Simply repasting a function is a naive option that works for some, but It can't always be done that way.
For example, this should have sent players to the Nether at various locations in the world, but instead players fall to their deaths as none of it was generated properly.
spreadplayers 0 0 1000 8000 @a
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 254 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~-1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~-1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~ portal
tp @a ~ 255 ~
Instead of waiting for chunks to be generated, functions that attempt to teleport the player far away and create a structure will instead generate nothing. For function files that require teleporting to operate, this breaks them entirely. Players may fall to their deaths and complex commands break easily from this.
A workaround by using /tickingarea before placing structures has been found that helps mitigate this issue to an extent, but does not fix the underlying bug as it
canstill happenregardless if you useit! Functions currently have no feature to pause execution after teleport to new chunks or a way to manage the rate at which functions are executedor even a simple timer.Simply repasting a function is a naive option that works for some, but It can't always be done that way.
For example, this should have sent players to the Nether at various locations in the world, but instead players fall to their deaths as none of it was generated properly.
spreadplayers 0 0 1000 8000 @a
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 254 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~-1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~-1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~ portal
tp @a ~ 255 ~Instead of waiting for chunks to be generated, functions that attempt to teleport the player far away and create a structure will instead generate nothing. For function files that require teleporting to operate, this breaks them entirely. Players may fall to their deaths and complex commands break easily from this.
A workaround by using /tickingarea before placing structures has been found that helps mitigate this issue to an extent, but does not fix the underlying bug as it still happens if you use functions! Functions currently have no feature to pause execution after teleport to new chunks or a way to manage the rate at which functions are executed.
Simply repasting a function is a naive option that works for some, but It can't always be done that way.
(Unfortunately for an Addon I'm making, this bug forced me to use squid clocks [18 seconds and annoying] to temporairly . I used a special command to generate a portal on player if bedrock is detected at y=0. However there seems to be side effects such as spreadplayers )
For example, this should have sent players to the Nether at various locations in the world, but instead players fall to their deaths as none of it was generated properly.
spreadplayers 0 0 1000 8000 @a
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 254 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~-1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~-1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~ portal
tp @a ~ 255 ~
Instead of waiting for chunks to be generated, functions that attempt to teleport the player far away and create a structure will instead generate nothing. For function files that require teleporting to operate, this breaks them entirely. Players may fall to their deaths and complex commands break easily from this.
A workaround by using /tickingarea before placing structures has been found that helps mitigate this issue to an extent, but does not fix the underlying bug as it still happens if you use functions! Functions currently have no feature to pause execution after teleport to new chunks or a way to manage the rate at which functions are executed.
Simply repasting a function is a naive option that works for some, but It can't always be done that way.
(Unfortunately for an Addon I'm making, this bug forced me to use squid clocks [18 seconds and annoying] to temporairly . I used a special command to generate a portal on player if bedrock is detected at y=0. However there seems to be side effects such as spreadplayers )
For example, this should have sent players to the Nether at various locations in the world, but instead players fall to their deaths as none of it was generated properly.
spreadplayers 0 0 1000 8000 @a
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 254 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~-1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~-1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~ portal
tp @a ~ 255 ~Instead of waiting for chunks to be generated, functions that attempt to teleport the player far away and create a structure will instead generate nothing. For function files that require teleporting to operate, this breaks them entirely. Players may fall to their deaths and complex commands break easily from this.
A workaround by using /tickingarea before placing structures has been found that helps mitigate this issue to an extent, but does not fix the underlying bug as it still happens if you use functions! Functions currently have no feature to pause execution after teleport to new chunks or a way to manage the rate at which functions are executed.
Simply repasting a function is a naive option that works for some, but It can't always be done that way.
For example, this should have sent players to the Nether at various locations in the world, but instead players fall to their deaths as none of it was generated properly.
spreadplayers 0 0 1000 8000 @a
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 254 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~-1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~-1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~ portal
tp @a ~ 255 ~(Unfortunately for an Addon I'm making, this bug forced me to use squid clocks as a simple suffocation timer [18 seconds and annoying] to temporarily fix this. I used a special command to generate a portal on player if bedrock is detected at y=0. All of which is slow and cumbersome.)
Instead of waiting for chunks to be generated, functions that attempt to teleport the player far away and create a structure will instead generate nothing. For function files that require teleporting to operate,
this breaks them entirely. Players may fall to their deathsandcomplex commands break easily from this.A workaround by using /tickingarea before placing structures has been found that helps mitigate this issue to an extent, but does not fix the underlying bug as it still happens if you use functions! Functions currently have no feature to pause execution after teleport to new chunks or a way to manage the rate at which functions are executed.
Simply repasting a function is a naive option that works for some, but It can't always be done that way.
For example, this should have sent players to the Nether at various locations in the world, but instead players fall to their deaths as none of it was generated properly.
spreadplayers 0 0 1000 8000 @a
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 254 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~-1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~-1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~ portal
tp @a ~ 255 ~(Unfortunately for an Addon I'm making, this bug forced me to use squid clocks as a simple suffocation timer [18 seconds and annoying] to temporarily
fixthis. I used a special command to generate a portal on player if bedrock is detected at y=0. All of which is slow and cumbersome.)Instead of waiting for chunks to be generated, functions that attempt to teleport the player far away and create a structure where the player was just teleported to will instead generate nothing. For function files that require teleporting to operate, players may fall to their deaths while complex commands break easily from this.
A workaround by using /tickingarea before placing structures has been found that helps mitigate this issue to an extent, but does not fix the underlying bug as it still happens if you use functions! Functions currently have no feature to pause execution after teleport to new chunks or a way to manage the rate at which functions are executed.
Simply repasting a function is a naive option that works for some, but It can't always be done that way.
For example, this should have sent players to the Nether at various locations in the world, but instead players fall to their deaths as none of it was generated properly.
spreadplayers 0 0 1000 8000 @a
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 254 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~-1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~-1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~ portal
tp @a ~ 255 ~(Unfortunately for an Addon I'm making, this bug forced me to use squid clocks as a simple suffocation timer [18 seconds and annoying] to temporarily workaround this. I used a special command to generate a portal on player if bedrock is detected at y=0. All of which is too slow and cumbersome.)
Instead of waiting for chunks to be generated, functions that attempt to teleport the player far away and create a structure where the player was just teleported to will instead generate nothing. For function files that require teleporting to operate, players may fall to their deaths while complex commands break easily from this.
A workaround by using /tickingarea before placing structures has been found that helps mitigate this issue to an extent, but does not fix the underlying bug as it still happens if you use functions! Functions currently have no feature to pause execution after teleport to new chunks or a way to manage the rate at which functions are executed.
Simply repasting a function is a naive option that works for some, but It can't always be done that way.
For example, this should have sent players to the Nether at various locations in the world, but instead players fall to their deaths as none of it was generated properly.
spreadplayers 0 0 1000 8000 @a
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 254 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~-1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~-1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~ portal
tp @a ~ 255 ~(Unfortunately for an Addon I'm making, this bug forced me to use squid clocks as a simple suffocation timer [18 seconds and annoying] to temporarily workaround this. I use
da special command to generate a portal on player if bedrock is detected at y=0. All of which is too slow and cumbersome.)Instead of waiting for chunks to be generated, functions that attempt to teleport the player far away and create a structure where the player was just teleported to will instead generate nothing. For function files that require teleporting to operate, players may fall to their deaths while complex commands break easily from this.
A workaround by using /tickingarea before placing structures has been found that helps mitigate this issue to an extent, but does not fix the underlying bug as it still happens if you use functions! Functions currently have no feature to pause execution after teleport to new chunks or a way to manage the rate at which functions are executed.
Simply repasting a function is a naive option that works for some, but It can't always be done that way.
For example, this should have sent players to the Nether at various locations in the world, but instead players fall to their deaths as none of it was generated properly.
spreadplayers 0 0 1000 8000 @a
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 254 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~-1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~-1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~ portal
tp @a ~ 255 ~(Unfortunately for an Addon I'm making, this bug forced me to use squid clocks as a simple suffocation timer [18 seconds and annoying] to temporarily workaround this. I now use a special command to generate a portal on player if bedrock is detected at y=0, which requires I use effects to stop players from dying. All of which is too slow and cumbersome to deal with.)
Instead of waiting for chunks to be generated, functions that attempt to teleport the player far away and create a structure where the player was just teleported to will instead generate nothing. For function files that require teleporting to operate, players may fall to their deaths while complex commands break easily from this.
A workaround by using /tickingarea before placing structures has been found that helps mitigate this issue to an extent, but does not fix the underlying bug as it still happens if you use functions! Functions currently have no feature to pause execution after teleport to new chunks or a way to manage the rate at which functions are executed.
Simply repasting a function is a naive option that works for some, but It can't always be done that way.
For example, this should have sent players to the Nether at various locations in the world, but instead players fall to their deaths as none of it was generated properly.
spreadplayers 0 0 1000 8000 @a
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 254 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~-1 255 ~ bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~-1 bedrock
execute @a ~ ~ ~ /execute @s ~ ~ ~ /setblock ~ 255 ~ portal
tp @a ~ 255 ~(Unfortunately for an Addon I'm making, this bug forced me to use squid clocks as a simple suffocation timer [18 seconds and annoying] to temporarily workaround this. I now use a special command to generate a portal on player if bedrock is detected at y=0, which requires
I useeffects to stop players from dying. All of which is too slow and cumbersome to deal with.)
I found an issue relating to this bug,
MCPE-56402that spreadplayers causes the entire internal server to lag immensely and go towards 3 ticks per second.Perhaps this issue is partially a result of it
Seems to make this issue much more worse.
I can confirm it breaks /setblock and /fill
Sometimes half or small sections of a structure will generate and other times it works correctly. What happens seems to be dependent on how fast chunks load and the complexity/size of the function file being used. This is not good at all for anything server related
Summoned entities also might be affected by this. I have not confirmed that yet.Confirmed! Entities are also affected by this!
I know that blocks set and filled outside of render distance's generated chunks are set to not work when "outside of the world", but there is no check in place to determine if the player is nearby where the blocks are supposed to be created.
It sounds like this issue would relate to
MCPE-21416as well as invisible chests and such. If the game tries to processes stuff in chunks that are not fully loaded then its going to read some of the data for stuff as 0 isn't it?It almost looks like it, but this is an entirely different issue. This is more of a conflict between functions and chunks not working well with each other than more of that bug.
Thank you for your report!
However, this issue has been temporarily closed as Awaiting Response
Is this still an issue in the latest version?
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Cleaning up old tickets: This ticket had been set to 'Awaiting Response', but has not received a response from the reporter (~3 months+) so is being closed as Incomplete. If you feel this is still a valid issue then please comment, or create a new ticket following the Issue Guidelines which includes steps to reproduce the problem.
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