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[1.12.2] Killing fireworks in unloaded chunks


bismuth210

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I'm creating a custom gamemode using forge in which players get teleported around regularly.

I've run into a problem when I do the following:

 

  1. I spawn a firework rocket near a player
  2. I teleport the player to a different location
  3. I wait a couple of seconds (or minutes)
  4. I teleport the player back to the same location as in step 1.

Doing this will show the firework spawned in step 1 in step 4, despite significant time having passed in 3.

This video shows what I mean:

 

I suspect the reason for why this happens is because once I teleport the player somewhere else, the chunk with the firework is no longer loaded and doesn't get updated.

 

Is there a simple way for me to simply "get rid" of all active fireworks shortly before teleporting players so that this doesn't occur? Or do I really have to forcibly keep all chunks loaded?

To be more clear: I don't want to disable fireworks all together, but I don't want remnants of old fireworks showing up when I teleport players. "Killing" all firework rockets when I teleport a player would work fine, but I don't know if/how I can do that.

 

I've tried using

/kill @e[type=!player]

But that doesn't work for firework rockets apparently.

Edited by bismuth210
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