Mojira Archive
MCM-715

Killing multiple entities with the tick_world component at once leaves lingering ticking areas

*Partner Rank:*

1

*Partner Team Reporting:*

Everbloom Studios

*Verification builds:*

1.12.0.26

*Summary:*

Killing multiple entities that have the minecraft:tick_world component in the same tick leaves lingering ticking areas, which cannot be removed via /tickingarea remove nor /tickingarea remove_all. These are real tickingareas, which means you can activate repeating command blocks in them, fly away and they still run.

*Impact:*

Leaves lingering ticking areas that aren't attached to an entity. These ticking areas may pile up over time, forcing many chunks to be ticked unnecessarily, without a proper way to remove them. Having so many chunks loaded at once could make a map unplayable on low-tier devices.

*Repro Steps:*

1. Add the provided behavior pack to the world you're going to test this in (preferably one you don't care about).
2. Join the world, and summon multiple util:tick entities: /summon util:tick
3. Use /kill to kill those entities: /kill @e[type=util:tick]
4. Perform /tickingarea list.

*Observed Results:*

There are circular unnamed ticking areas that don't count toward the 10 tickingarea limit, but blocks and entities in them are still loaded and ticked. If N util:tick entities were spawned and killed, then there will be N-1 of those ticking areas.

*Expected Results:*

There should be no more ticking areas than there were before spawning the entities.

*Screenshots/Videos attached: Yes/No*

Yes

*Regression Builds:*

Unknown

*Notes:*

Video

I've also been able to reproduce this bug by killing the entities at different times only when the circular ticking areas intersect - killing one doesn't remove its ticking area if it intersects another ticking area from another entity.

Fixed

Energyxxer

2019-06-28, 07:03 PM

2019-07-29, 07:46 PM

2019-07-29, 07:46 PM

2

2

Future Release

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