Nope, just tried to reproduce it. Oddly though, the fall damage has a minimum of a half heart after the multiplier is applied! Should I edit the issue so the expected result is the 1.21.4 behaviour?
Said this before migration so now it’s gone - this is amazing functionality for mapmakers for placing hitboxes off-grid! Could this be marked WAI as “features may change between versions“?
PLEASE, I know this is a small thing, but this breaks a big part of my datapack! I know this problem was unintentional, really urge you to reopen even if it doesn't get fixed any time soon!!
That, or add a seperate component for armor trim descriptions. I could see replacing them with the lore messing up datapacks that allow players to change item lore. Could really use a fix, some of my server's custom datapack items have the trim text now!
Don't think this is mentioned here: this happens really frequently on LAN servers too and will actually crash my game entirely. Workaround is to /tick freeze the game before it can lag too hard, but even then it usually times out the few people I have on the server.
This is probably gonna be stupid, but I would actually love if this didn't get reverted. It makes the use of shulkers for datapacks a lot easier and there isn't any point in making a shulker invisible if its head still shows.
This is already (mostly) possible using Shulkers! If you summon an entity like a Block Display with a Shulker riding it, the shulker keeps collision but moves off the block grid alongside the Block Display. Super useful feature.
Not entirely sure how this hasn't been fixed yet since it was fixed for Tridents; Since they inherit from the arrow class, what about implementing the way tridents deflect into arrows too?
I think I found the cause! Likely related to MC-216251, Shulkers will close when moved at all. Normally this works fine, but if the shulker is the passenger of an entity and the entity moves, the shulker still closes as if it was teleported. The server doesn't register this (nor does its nbt data if it is NoAI) causing the ghost-block-like effect that relates this to MC-156980.
Not sure if this is quite as useful, but I've found that this actually has some interesting buggy effects on NoAI Shulkers too. When teleported by the /tp command, the shulkers appear to close, yet they keep the Peek NBT. This might not be related, but it also seems to cause shulkers that are riding a teleported entity to do the same. What is problematic is that this also causes MC-254449, where the shulkers retract due to being teleported with their vehicle on the client but remain open on server (which can cause sort-of softlocks where the ghost-block like effect makes you unable to move).
This applies to other projectiles like Wind Charges.
I know this is unlikely to mean anything, but PLEASE reconsider this. This ruins a lot of functionality that the /damage command added and was critical to a lot of my datapacks. Now they are in an awkward limbo where they only work in a specific set of 1.20.5 snapshots where the Wind Charge and projectile /damage both work.
I knew this was a bug from the beginning, but it was extremely useful because you could input a selector and output a movement vector, which could be used for creating custom projectiles easily. Until we get some kind of /motion (yes, I know that is a suggestion and not a bug) I think that this should be looked at again.
The name is kind of misleading, this seems to happen when shulkers are spawned riding any mob and causes (possibly seperate issue) them to reset their peek after using /ride. This is only client side though, which causes your character to start glitching through like it's a ghost block.
Might relate to MC-247418; This seems to be due to the OnGround Player NBT not being set properly when clipped very slightly into a boat or shulker (probably due to floating point error), causing rubberbanding.
Don't know why this is marked as fixed, I just experienced this in 24w13a with the exact crash report listed. World would crash on reopen until I deleted the entities folder entirely.
Edit: Nevermind, apparently I enabled the feature but forgot to enable the datapack in the first place. Whoops!
Probably a controversial opinion given that this was reported as a bug, but I actually kinda like this? It's a lot easier having all the attributes be removed on death, since removing all attributes on death requires all their UUIDs/original bases, rather than just needing their values to restore them after the player respawns.
Nope, just tried to reproduce it. Oddly though, the fall damage has a minimum of a half heart after the multiplier is applied! Should I edit the issue so the expected result is the 1.21.4 behaviour?
Said this before migration so now it’s gone - this is amazing functionality for mapmakers for placing hitboxes off-grid! Could this be marked WAI as “features may change between versions“?
PLEASE, I know this is a small thing, but this breaks a big part of my datapack! I know this problem was unintentional, really urge you to reopen even if it doesn't get fixed any time soon!!
Dang, puts my datapack work on pause. Worth noting,
/data remove
has the same error-despite-working thing.That, or add a seperate component for armor trim descriptions. I could see replacing them with the lore messing up datapacks that allow players to change item lore. Could really use a fix, some of my server's custom datapack items have the trim text now!
Don't think this is mentioned here: this happens really frequently on LAN servers too and will actually crash my game entirely. Workaround is to /tick freeze the game before it can lag too hard, but even then it usually times out the few people I have on the server.
This is probably gonna be stupid, but I would actually love if this didn't get reverted. It makes the use of shulkers for datapacks a lot easier and there isn't any point in making a shulker invisible if its head still shows.
If it was fixed in 1.21.2, then it's been reverted in 24w44a. Not as extreme though, you can fly out of it and you can move very slightly.
This is already (mostly) possible using Shulkers! If you summon an entity like a Block Display with a Shulker riding it, the shulker keeps collision but moves off the block grid alongside the Block Display. Super useful feature.
Not entirely sure how this hasn't been fixed yet since it was fixed for Tridents; Since they inherit from the arrow class, what about implementing the way tridents deflect into arrows too?
Never had the third one, but can confirm the others. Makes it really useless for right now.
I don't know why that makes this report invalid though, still seems like an issue.
I think I found the cause! Likely related to MC-216251, Shulkers will close when moved at all. Normally this works fine, but if the shulker is the passenger of an entity and the entity moves, the shulker still closes as if it was teleported. The server doesn't register this (nor does its nbt data if it is NoAI) causing the ghost-block-like effect that relates this to MC-156980.
Not sure if this is quite as useful, but I've found that this actually has some interesting buggy effects on NoAI Shulkers too. When teleported by the /tp command, the shulkers appear to close, yet they keep the Peek NBT. This might not be related, but it also seems to cause shulkers that are riding a teleported entity to do the same. What is problematic is that this also causes MC-254449, where the shulkers retract due to being teleported with their vehicle on the client but remain open on server (which can cause sort-of softlocks where the ghost-block like effect makes you unable to move).
2 Notes:
This applies to other projectiles like Wind Charges.
I know this is unlikely to mean anything, but PLEASE reconsider this. This ruins a lot of functionality that the /damage command added and was critical to a lot of my datapacks. Now they are in an awkward limbo where they only work in a specific set of 1.20.5 snapshots where the Wind Charge and projectile /damage both work.
I knew this was a bug from the beginning, but it was extremely useful because you could input a selector and output a movement vector, which could be used for creating custom projectiles easily. Until we get some kind of /motion (yes, I know that is a suggestion and not a bug) I think that this should be looked at again.
The name is kind of misleading, this seems to happen when shulkers are spawned riding any mob and causes (possibly seperate issue) them to reset their peek after using /ride. This is only client side though, which causes your character to start glitching through like it's a ghost block.
Might relate to MC-247418; This seems to be due to the OnGround Player NBT not being set properly when clipped very slightly into a boat or shulker (probably due to floating point error), causing rubberbanding.
Don't know why this is marked as fixed, I just experienced this in 24w13a with the exact crash report listed. World would crash on reopen until I deleted the entities folder entirely.
Edit: Nevermind, apparently I enabled the feature but forgot to enable the datapack in the first place. Whoops!
Probably a controversial opinion given that this was reported as a bug, but I actually kinda like this? It's a lot easier having all the attributes be removed on death, since removing all attributes on death requires all their UUIDs/original bases, rather than just needing their values to restore them after the player respawns.