The bug
The Team
tag directly adds the entity to the provided team even if the entity is not spawned in the world. This should not happen because the entities are sometimes created to test if they can be spawned in the world before actually spawning them, for example to test if they collide with blocks or other entities.
How to reproduce
Create a scoreboard team
/team add testTeam
Set the time to night
/time set night
Place a spawner which would spawn a mob and add it to a team
/setblock ~ ~ ~ spawner{Delay:0s,MinSpawnDelay:0s,MaxSpawnDelay:0s,MaxNearbyEntities:0s,SpawnRange:10s,RequiredPlayerRange:32s,SpawnCount:10s,SpawnData:{id:"zombie",Team:"testTeam"}}
Look at the team size
/team list testTeam
→ You should see that the number of entities in the team is greater than 0 even though no entity was spawned
Note: The reproduction steps changed slightly. Previously all spawning conditions were checked after loading the entity, now all spawning checks are performed before loading the entity, except the MaxNearbyEntities
check.
Code analysis
Based on 1.11.2 decompiled using MCP 9.35 rc1
The method net.minecraft.entity.EntityLivingBase.readEntityFromNBT(NBTTagCompound)
directly adds the entity to the team. This could be solved for example with a new method onEntityAddedToWorld
which could be called when an entity was actually spawned in the world. Then the method readEntityFromNBT
could store the team temporarily in a field until the method onEntityAddedToWorld
is called.
Is this still an issue in the most recent versions (currently that is 1.10.2, or 16w43a) of Minecraft? If so, please update the affected versions and help us keeping this ticket updated from time to time. If you are the owner/reporter of this ticket, you can modify the affected version(s) yourself.