mojira.dev

SilicatYT

Assigned

No issues.

Reported

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 is 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 MC-271468 Game crashes with custom enchantment's "rotated_block_provider" Fixed MC-271112 The set_attributes loot function only allows floats while the item component supports doubles Confirmed MC-270590 Dropped items from creative mode get deleted when inventory is open Fixed MC-269953 Wind Burst enchantment can ignore invincibility frames Works As Intended MC-269810 Inconsistency in /data syntax for components Duplicate MC-269652 Max Stack Size component is not always respected when picking up an item Won't Fix MC-269212 Worse performance with "execute unless tag" compared to "execute if !tag" Invalid MC-269133 Setting a player's player.crafting.* slot creates ghost items Awaiting Response MC-268833 Multiple component entries with the same key cause item deletion Cannot Reproduce MC-268008 Sneak desync between client and server Confirmed

Comments

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>

Thanks for your inquiry. I have attached the desired video. I hope this clears up any confusion caused by my questionable skills at explaining things.

I found another place where it impacts us: Loot tables for items.

Let's say you have a loot table for an item and you set the luck attribute to a "default" state. And at some point, you want to check if the attribute still has the default value. But because you used a loot table (with the loot table function "set_attributes"), the values don't match, so it thinks it doesn't have the default value and breaks the datapack.