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Entity testing glitch?
(Kindof long description but please stick with it, it should explain itself)
So I am trying to come up with a system for artificially loading chunks to keep entities testable, the theory I came up with so the armor stands don't need to be loaded from spawn are these two commands in some affect:
/execute @e[type=ArmorStand,name=south] ~ ~ ~ /spreadplayers ~ ~-8 0 1 false @e[type=ArmorStand,name=southspreaded]
/execute @e[type=ArmorStand,name=north] ~ ~ ~ /spreadplayers ~ ~8 0 1 false @e[type=ArmorStand,name=northspreaded]
I have two chunks, a north and a south chunk I want loaded, and the north chunk contains the "north" armor stand and uses spreadplayers to spread "northspreaded" into the south chunk, and vice versa on south and southspreaded. This is only a theory and in testing, suggest any improvements if you wish.
The problem I am having is that when I go away from the chunks and I see the entities unload, when I reload the entities in my visual range, they have stopped their functionality, and upon using /testfor @e they result in four "That entity cannot be found" messages. Upon leaving and coming back into the world, they then work again and can be detected using /testfor, is this some kind of a glitch? And how can I stop this from happening?
So I am trying to come up with a system for artificially loading chunks to keep entities testable, the theory I came up with so the armor stands don't need to be loaded from spawn are these two commands in some affect:
/execute @e[type=ArmorStand,name=south] ~ ~ ~ /spreadplayers ~ ~-8 0 1 false @e[type=ArmorStand,name=southspreaded]
/execute @e[type=ArmorStand,name=north] ~ ~ ~ /spreadplayers ~ ~8 0 1 false @e[type=ArmorStand,name=northspreaded]
I have two chunks, a north and a south chunk I want loaded, and the north chunk contains the "north" armor stand and uses spreadplayers to spread "northspreaded" into the south chunk, and vice versa on south and southspreaded. This is only a theory and in testing, suggest any improvements if you wish.
The problem I am having is that when I go away from the chunks and I see the entities unload, when I reload the entities in my visual range, they have stopped their functionality, and upon using /testfor @e they result in four "That entity cannot be found" messages. Upon leaving and coming back into the world, they then work again and can be detected using /testfor, is this some kind of a glitch? And how can I stop this from happening?
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Alright, thank you though for suggesting that, maybe someone else will have a fix but until then I suppose I should wait for 1.9 to come out.
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Well the minecraft bug tracker is here: https://bugs.mojang.com/browse/MC
This bug has been reported a few times already though, so it might not be worth it to submit one of your own. That said, one of the reports did have a sort of workaround involving stats, which you may or may not be able to use depending on the situation: https://bugs.mojang.com/browse/MC-73910 ... loading%22
This bug has been reported a few times already though, so it might not be worth it to submit one of your own. That said, one of the reports did have a sort of workaround involving stats, which you may or may not be able to use depending on the situation: https://bugs.mojang.com/browse/MC-73910 ... loading%22
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I'm not sure how to use stats at all, plus I think I need this to work every time because I need to keep the chunks loaded with the spreading armorstands, so I'm unsure if it would work even when I use the workaround
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Yeah, it looks like the stats thing is only able to detect if there are entities that have gone through the glitch. It won't help you keep the chunks loaded, since the command won't be able to detect them in an unloaded chunk :/
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So how would we go about reporting this glitch? I'm honestly unsure if I have been doing my past reports correctly.
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I ran into similar issues myself, but unfortunately I wasn't able to find a fix. Luckily for me the game I was making always had a player in the area that would otherwise be unloaded, but it made testing a pain. That said I believe it's a bug in the game's code, but I'm not 100% sure.
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Well shoot, the thing I'm making requires an ability to load chunks without needing spawn chunks, because I need to constantly be able to teleport to something far away in the world and then back, but it can't use co-ordinates because it needs to be infinitely expandable, so it needs to be modular.