last comment semi invalid, forgot they adhere to Silent:1b
also SoundEvent in AbstractArrow (arrow, spectral_arrow, trident)
can confirm. Regular chat message, or message sent with say, me, w, tell, teammsg does not show. Using execute run say (or me, w, tell, teammsg) however does show locally.
Can confirm in 26.1-snapshot-5
I wanted to have a reliable way of showing the issue, and came up with
summon minecraft:arrow ~-4 ~1.85 ~ {Motion:[3,0,0],Rotation:[90,0],NoGravity:1}
most times it bounces client side but server side it misses and passes through.
Adding it to a tick function caused the problem to not present itself. Same with scheduled functions.
This seems to imply that the client will act on the position of the arrow based on when it came into existence, and not on a tick boundary (or something to that effect. I do not know any details on how minecraft syncs things or the proper terminology, so sorry about that.)
mkclone.mcfunction
$summon arrow ~ ~ ~ $(nbt)quantize.mcfunction
tag @s add quantized
data modify storage quantize_projectiles:clone nbt set from entity @s
kill @s
function quantize_projectiles:mkclone with storage quantize_projectiles:clonetick.mcfunction
execute as @e[type=arrow,tag=!quantized] at @s run function quantize_projectiles:quantizeBy quantizing the arrow creation to be on the tick I no longer see arrows that bounce and disappear. Hopefully this helps someone to figure out the actual problem and properly fix it.
It’s also dependent on player position or distance and/or viewing angle. moving around in test world, suddenly the hanging signs lit up with their material. but can’t figure out a pattern to it.
looks like it’s rendered with {Glowing:1,glow_color_override:0} as team membership doesn’t alter the color of the glow.
can confirm
can confirm, neither rmb or jab is affected
Are you referring to piglin_safe, respawn_anchor_works similar? They were renamed in 25w42a, not removed.
this also prevents spectating entities by clicking on them
Yes, still present. A beehive with bee, pig and cow where bee and pig are listed as beehive_inhabitors will spawn the bee, delete (but play spawn sound) the pig, and keep the cow locked up.
Yes. Still present in 1.21.6
as it’s not explicitly mentioned already; This is true for advancements with rewards.function which causes the locator bar to be very unreliable if you have datapacks that trigger on events.
@haykam … that’s embarrassing. Yes.
mod/helper; close as invalid please
Workaround for regression, use empty sound event with ”:” to suppress client side warnings, or one of the empty sounds without subtitles;
{sound_id: “:”}
block.fungus.fall
entity.cod.ambient
entity.salmon.ambient
entity.snow_golem.ambient
entity.tropical_fish.ambient
music.nether.warped_forest