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SilicatYT

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MC-302920 "scoreboard players display" settings sometimes reset on world load Fixed MC-302099 "/return run" can have different return values than the following command Confirmed MC-297337 Memory allocation rate in the debug screen freezes at high values Confirmed MC-295859 Display entity transformation and particles are not synchronized with tick Community Consensus MC-279210 Cannot start sprinting when walking diagonally Duplicate MC-278025 Riding point of interaction entities with default height is wrong Confirmed MC-277508 Scaled shulkers' hitboxes aren't positioned correctly during the first tick Won't Fix MC-276292 Shift-clicking the "Destroy Item" slot in the creative inventory deletes the items server-side but not client-side, causing a desync Fixed MC-275801 Use cooldown triggers without item consumption Fixed MC-271543 Mining Sound doesn't play when item is being modified Won't Fix

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Addendum: It also affects trail particle interpolation and possible other forms of interpolation too. See the added section of the bugreport.

[media: 2026-02-14 20-19-24.mp4]

Still happens as of 26.1-snapshot-4

Still happens as of 26.1-snapshot-4

Can still recreate in 1.21.6

The team is not stored in the entity’s NBT, rather it’s in a separate file (scoreboard.dat). Just like scores, it makes sense for it not to show when using /data.

[media]

Here you go. This world includes the command block setup shown in the previous comments, along with a command block to summon the item display.

(I uploaded the wrong 1.21.4 clip… I’m so sorry xd)

[media: 1.21.4.mp4]

(I’m sorry for spamming the comments, but it doesn’t seem like I can edit previous ones.)

In 1.21.4 and below, both teleportation and transformation are applied off-tick (timing can be changed by pausing/unpausing).

[media: 1.21.4.mp4]

In 1.21.5, this bug only applies to transformation, which creates the visible desync. Ideally, both teleportation and transformation should be applied on tick.

[media: 1.21.5.mp4]

It turns out that the issue is with teleportation itself, and not transformation.
Teleportation is not synchronized with the ticking, and it can be offset by pausing and unpausing in singleplayer.

I can’t edit the bugreport, but the name and description are wrong.

[media: 2025-03-26 21-17-29.mp4]

This is a clip of me walking to the side (Version: 1.21.4, Rotation: 0, -90) while a display entity is teleported to my eyes every tick (view_range is normal). As you can see, it jitters a lot at the start, then calms down once I pause and unpause, only to continue jittering after doing it again.

Expected behaviour would be if the distance between the lines were constant. Note that the MSPT are at 0.6, and the game runs at a stable 120FPS, so lag isn’t the issue.
I can provide more detailed replication steps if needed.

[media: 2025-03-26 21-05-10.mp4]

It seems that a similar bug exists in 1.21.4 and below, but instead of the transformed position being bugged, it’s the clientside position of the entity.
In this clip, I have applied a datapack that reduces the display entity’s view_range, teleports it to my eyes and updates the translation accordingly so the entity appears stable.

As you can see, the entity sometimes starts to flicker (the clientside position is not updated fast enough) depending on me pausing and unpausing the game, again indicating some sort of desync.

[media: 2025-03-26 20-52-58.mp4]

I attached a new video of it happening in 1.21.4, this time with F3 enabled.

All commands are shown in the attached clip. An interaction entity is an entity type called "minecraft:interaction" that has an interactable hitbox and dynamic height and width.

  • /summon minecraft:interaction

  • /execute summon minecraft:villager run ride @s mount @e[type=minecraft:interaction,sort=nearest,limit=1]

  • /data modify entity @e[type=minecraft:interaction,sort=nearest,limit=1] height set value <value>

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