mojira.dev
MC-268324

Using '/tick sprint 1t' while game ticks are frozen causes an extra tick to be executed

Summary:
Running "/tick freeze" then "/tick sprint N" will advance the game by N+1 ticks.

Steps to reproduce:

  1. Build a tall scaffolding pillar.

  2. Run "/tick freeze".

  3. Break the bottom scaffolding.

  4. Run "/tick sprint N".

Expected result:
N scaffolding break.

Observed result:
N+1 scaffolding break.

Impact:
In case it’s not clear that "/tick sprint" should be accurate to a single tick, I’d like to point out that this is a maddening bug when trying to measure redstone timing. I’d also argue that accepting a tick-precise sprint duration is a reason for actual behavior to also be tick-precise.

Tested in:
1.20.4 and snapshot 24w05b

Attachments

Comments 5

Please attach a video of this happening.

Can confirm in 24w09a, using a different methodology. I put down a repeating command block to output '/say tick' every game tick, and then sprinted the game. This was done to avoid any possible block behavior with scaffolding.

[media]

Thank you for your report!
After consideration, the issue is being closed as Working as Intended.

Please note, that mechanics of the game may change between updates.
Things such as graphics, sounds, world creation, biomes, redstone, villagers, and animals may not work the same in current versions.

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So, wait. ‘/tick sprint 1t’ is supposed to tick 2 ticks? 2t is supposed to tick 3 ticks?

Or what does Working as intended mean?

Currently in that case, there is no way to sprint 1 ticks as 0t is not accepted due to being less than 1.

migrated

(Unassigned)

Community Consensus

Commands

tick-command

1.20.4, 24w05b, 24w09a

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