Entities that are ridden by a text_display
effectively lose their collision box with other entities, often causing entity overlapping and cramming damage to activate.
Steps to Reproduce:
[Step 1]Summon a text_display
and have it ride a zombie. Repeat until several passenger/vehicle pairs are created.
[Step 2]Summon a villager for the zombies to chase; alternatively, change gamemode to survival and let the zombies chase the player.
Observed Results:
As the zombies all try to converge to the same point, they will eventually overlap. If enough zombies exist, they will start suffering cramming damage.
Expected Results:
The zombies should group up but NOT overlap. They should not suffer cramming damage (This is the non-ridden behavior).
Screenshots/Videos:
[media]Notes:
This is specifically for the case where non-AI entities such as the text_display
, item_display
, block_display
, or marker
are used as passengers on vehicle entities. These entities are typically used by mapmakers and datapack creators for visual or computational purposes; they should not influence the behavior or properties of vehicle entities in any significant way.
This report specifically excludes behavior related to controller AI entities riding vehicle entities, such as vanilla zombie or skeleton jockeys - this is not for addressing whether the collision behavior of these AI-controller vehicle/passenger pair is intended or not.
The distinct nature of these two scenarios warrants separate considerations on what the intended behavior should be. As such, the current bug report should be addressed independently.
Linked issues
duplicates 1
Attachments
Comments 2
Thank you for your report!
We're tracking this issue in MC-110748, so this ticket is being resolved and linked as a duplicate.
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Can confirm. The command I used:
/summon minecraft:zombie ~ ~ ~ {Passengers:[{id:text_display}]}