Huge_Black
- Huge_Black
- huge_black
- Europe/Stockholm
- Yes
- No
When a player goes into a End Portal in Overworld side, if there is a End Portal in the end with the same coordinates as the former, there is a little chance that the player will be sen
dback to the spawnpoint of the overworld immediately. It seems that an extra teleporting happen in this process. (It is weird that this phenomenon doesn't happen when player go into a End Portal in The End)
p.s. If the player is sent to the End Portal by using /tp, the chance will increase(1 in 5 perhaps).To reproduce it:
prepare 2 End Portals with same coordinates in both Overworld and The End, for example, (-455,25,-673). Then use /tp @s -455 25 -673 in Overworld for several times, you may find that you see the "loading terrain" screen twice in a row and yourself in the Overworld spawn point
(you may see the gif file in the attachment for a preview)When a player goes into a End Portal in Overworld side, if there is a End Portal in the end with the same coordinates as the former, there is a little chance that the player will be sent back to the spawnpoint of the overworld immediately. It seems that an extra teleporting happen in this process. (It is weird that this phenomenon doesn't happen when player go into a End Portal in The End)
p.s. If the player is sent to the End Portal by using /tp, the chance will increase(1 in 5 perhaps).To reproduce it:
prepare 2 End Portals with same coordinates in both Overworld and The End, for example, (-455,25,-673). Then use /tp @s -455 25 -673 in Overworld for several times, you may find that you see the "loading terrain" screen twice in a row and yourself in the Overworld spawn point
(you may see the gif file in the attachment for a preview)
Redundant teleporting happens with two End Portals with same coordinates
Redundant teleporting happens with two End Portals with same coordinates
Entities won't unload with chunk if they are being detected by "execute if/unless block" and they can still be found using "execute if entity".
How to reproduce it:
1.Keep the following command running per game tick(e.g. write it in an function and add that function to tick.json): execute as @e[tag=sth] at @s unless block ~ ~ ~ stone
2.Go to a place where isn't loaded by /forceload or in a spawn chunk.(e.g. 29999974,10,29999974)
3.Summon an entity with tag "sth" there(the tag is just for convenience of selecting it)
4.Leave that position and make sure the chunk there is unloaded
5.Detect the entity with "executeas@e[tag=sth] unless block ~ ~ ~ stone"
6.You'll find that the entity you just summoned is still loaded despite the fact that the chunk where it is was unloaded.The entity won't be unloaded until you stop the command in step 1 from running or quit the world.
Entities won't unload with chunk if they are being detected by "execute if/unless block" and they can still be found using "execute if entity".
How to reproduce it:
1.Keep the following command running per game tick(e.g. write it in an function and add that function to tick.json): execute as @e[tag=sth] at @s unless block ~ ~ ~ stone
2.Go to a place where isn't loaded by /forceload or in a spawn chunk.(e.g. 29999974,10,29999974)
3.Summon an entity with tag "sth" there(the tag is just for convenience of selecting it)
4.Leave that position and make sure the chunk there is unloaded
5.Detect the entity with "execute if entity @e[tag=sth]"
6.You'll find that the entity you just summoned is still loaded despite the fact that the chunk where it is was unloaded.The entity won't be unloaded until you stop the command in step 1 from running or quit the world.


