This bug happens on custom explorer maps using the "explorer_map" function on loot tables.
However, it could happen on vanilla structures like monuments, buried treasures and woodland mansion, since it's basically the same function powering all of them. (I think)
How to recreate it:
Download the attached file.
+ Use /loot give @s loot test:(hit tab)
+ Use that command again alot, then view the resulting maps.
+* Observe: *Some of them will not have it's "goal" marker.
+ The interesting part is: Though it does not have a marker, if you use this command:
/data get entity @s SelectedItem.Tag.Decorations, and teleport to the X and Z coords, you can see the structure there (or underground if you chose an underground one).
Conclusion: It can find the structure, but has problems setting down the marker.
How to fix: No idea how it happened, can't suggest anything.
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Found the solution to the previous problem.
Nothing gamebreaking, that problem was not even a bug.
This one is though. So I just killed 2 birds with 1 stone by overwriting the last one with this one which is actually a bug.
This is still an issue in 1.21 release candidate 1, and I think I know what the problem is: If the target structure generates on a chunk border at the edge of the map, the marker doesn't render. So if the structure is at, say, -576 by 576, and the top-left corner of the map is at -576 by 448, I guess the marker is being seen as "off" the edge of the map and gets disregarded. Probably why buried treasure chests always generate in the middle of a chunk, but explorer maps to other structures don't necessarily get that safeguard.
So, likely a symptom of MC-158546.
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