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MC-164010

All mob heads have tile entities, despite only player, dragon and piglin heads needing them

Skeleton skulls, zombie heads and creeper heads are regular blocks with nothing special about them, so they do not need tile entities. Wall/floor and rotation are already stored in a block state. Removing the title entity would improve performance.

(split off of MC-159902)

Related issues

Comments

muzikbike

Would also allow for better cullface usage.

It might also be beneficial to add a powered= block state to the dragon head for consistency with other blocks that utilise redstone signals.

pulpetti

In 1.16.1

user-f2760

Relates to MC-166998.

muzikbike

Do piglin heads need a tile entity or not?

user-f2760

Yes, and need them for the ear animation when powered.

kelianor

Affects 1.20.5

Ceresjanin123

To be clear piglin heads could still be regular blocks and only have their ears be tile entities.
Or even their ears could be block models and quickly turn into block entities when powered.

(Taking inspiration from the Enhanced Block Entities and Supplementaries mods)

Trust me using regular block models would be much appreciated for shaders

FaRo1

I would be surprised if the first idea helped performance. If shaders break with tile entities, that is a mod bug.
But the second idea might also help with dragon heads, assuming that block models can grow outside the block grid, which I am unsure about, since signs, banners and lecterns have tile entities anyway, fence models are not visually higher and stuff like beds and doors is split into two blocks.

FaRo1

(Unassigned)

Confirmed

Platform

Low

Performance

1.14.4, 19w42a, 1.15.2, 20w18a, 1.16.1, ..., 1.19.2, 1.20.5, 1.20.6, 24w18a, 24w19b

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