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
MC-272566I suspect there are more, as reeling in a boat with a fishing rod has the same “if player controlling” then act like a stone type of behavior.
Isn’t this working as intended? https://minecraft.wiki/w/Iron_Golem states “Hostile (when the player has -15 village popularity or below, and/or -100 villager reputation or below)”
As reasons are rare and I noticed on discord this ticket had been mentioned, apparently this tag was mentioned in https://www.minecraft.net/en-us/article/trails-tales-update-out-today-java and explicitly marked with “This tag only represents the internal state of the game, changing this tag does not make blocks replaceable”.
So the tag was indeed knowingly limited in its implementation. Fair enough.
In case it’s useful for anyone since this was WAI’d.
predicates are not affected by invalid positions, where execute is. execute if|unless block has three states, true|false|exception, location_check predicates have true|false.
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
quantize.mcfunction
tick.mcfunction
By 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.