Oh, if I summon without the NoAI:1 setting, the baby exists and moves, but is still invisible.
Whatever was causing this just stopped, so mark this as “unreproducible” or whatever. If I find a regular way to cause this, I will refile.
OK, this is more complicated than I thought. It turns out this happens only for acacia and dark oak signs. Other sign types are working fine. And also my poplar boat texture is not being used, though it is being used when the boat is in a sign (I use the same texture+model for both displays, not a single image for the sign).
Oh, fwiw, this is under 26.3-snapshot-3 since it just came out, but I could go back if needed.
Yes, it’s primarily targeted at vanilla, but I do have some optifine things in it. Is there a known issue wrt optifine here?
I’ve attached two images, the first is vanilla, with a set of armor in diamond trims. For the second, the only change is to use my pack. I believe that’s showing iron, but since I didn’t re-trim them, that would be wrong.
LMK what else I can give you.
Actually I just checked and, afaict, it actually is present in everything else, though it is missing from both blocks/saplings and items/saplings.
I just copied the the poppy.png.mcmeta file to my pack and reloaded it, and the problem did NOT go away.
I also notice that I don’t have any problem I can see with my RGBA stained glass textures, and vanilla doesn’t have mcmeta’s for them.
Ooops, here’s the indexed png file:
Good point about the uploaded file. It’s attached here. You’re right about the partial transparency, it should have stored it that way because the edges are antialiased against transparency, but Photoshop doesn’t do that by default.
I have to admit I sorta wonder why files with partial transparency aren’t strict_cutout by default, but there’s probably something I’m not thinking of. Anyway, I will generate .mcmetas for any file I want partial transparency for. For me it’s just another python script, dunno how people doing it manually will. feel about that :-)
Why would an .mcmeta file be required for an RGBA file but not an indexed color file?
That sounds more like a crowdin problem, in that the data being used for older version is influenced by changes in later versions. Thanks for the answer.
The fix seems incomplete. The armor on a small stand is adult armor, not baby armor, which is what a small stand should have. I’m thinking this comment will re-open this bug, rather than having to file a new one.
can confirm in 1.21.11
can verify in 1.21.11
FWIW, here’s another related log: https://pastee.dev/p/BVg9eVFp
In my case, it looks like a bee was down too low.
To be precise, before following the above commands, do:
Set world to “Peaceful”
Run the second command above (This may not be necessary)
Set the world to “Normal”
Run the second command above again
The bee will do nothing.
OK, now I know what was missing: If I set the world to “Peaceful”, run the second command, of course nothing happens. BUT then I set it “Normal” and still nothing happens. I had done that in the world before running into the problem, but didn’t know it was connected.
Doh! Sorry to waste your time, please close.