Lead breaks after few seconds after attachment when datapack tag for 'fences' is missing.
Tested setup (test environment):
- Tested with a pig on an oak fence in a superflat world on grass.
- Disable vanilla datapack or remove fences.json from the standard datapack (by making a copy, then just removing the single fences.json file. and disabling vanilla, enabling the modified vanilla pack only removing the one file.)
Expected:
- Lead works normally, attach to mob and fence and it will stay, even if we switch vanilla datapack off, as nothing within the vanilla datapack describes leashing of entities..
Actual:
- Lead breaks after few seconds, no matter how many times it is reattached, even though the datapack vanilla is switched off.
Reproduce:
- Tie a pig to a fence using a lead.
- Disable the vanilla datapack (/datapack disable vanilla)
- Observer as the lead snaps after a few seconds.
The reason for the bug:
- The bug occurs, because leads are internally reliant on the tag for fences.
- If the lead is connected to a non-fence block. The lead will auto-update and find itself to be not connected to a fence.
What needs to be fixed:
- Lead attachment should not be tied to fences.json and always stay attached when attached.
or
- The fences.json needs to be consistent as to disallow placement of leads on non-fence blocks to begin with, then also disallowing the staying of leads on non-fence blocks.
- Also, any new additions to fences.json (aka adding cobblestone to the tag #fences, should in theory allow the player to attach leads to cobblestone (although weird) and the lead should persist, as the block is tagged with #fences.
The latter is inconsistent with other tags etc. however.
Linked Issues
Created Issue:
Lead breaks after few seconds after attachment
Tested with a pig on an oak fence in a superflat world on grass.
Expected:
- Lead works normally, attach to mob and fence and it will stay.
Actual:
- Lead breaks after few seconds, no matter how many times it is reattached.
Reproduce:
- Tie a pig to a fence using a lead.
- Observer as the lead snaps after a few seconds.
The lead also doesn't drag along the entity when one pulls the animal with the lead away from the origin. That is, you attach a lead to the pig and walk away from it, further than the lead usually allows. This causes the lead to snap (server-side) as client-side, the lead still seems to be attached. Trying to attach the lead now will do nothing. Reattaching the lead to the animal shows the desync.
What needs to be fixed:
- Revert the behavior of leads to the intended working behavior.
Tested with a pig on an oak fence in a superflat world on grass.
Expected:
- Lead works normally, attach to mob and fence and it will stay.
Actual:
- Lead breaks after few seconds, no matter how many times it is reattached.
Reproduce:
- Tie a pig to a fence using a lead.
- Observer as the lead snaps after a few seconds.
The lead also doesn't drag along the entity when one pulls the animal with the lead away from the origin. That is, you attach a lead to the pig and walk away from it, further than the lead usually allows. This causes the lead to snap (server-side) as client-side, the lead still seems to be attached. Trying to attach the lead now will do nothing. Reattaching the lead to the animal shows the desync.
What needs to be fixed:
- Revert the behavior of leads to the intended working behavior.
Tested with a pig on an oak fence in a superflat world on grass.
Expected:
- Lead works normally, attach to mob and fence and it will stay.
Actual:
- Lead breaks after few seconds, no matter how many times it is reattached.
Reproduce:
- Tie a pig to a fence using a lead.
- Observer as the lead snaps after a few seconds.
What needs to be fixed:
- Revert the behavior of leads to the intended working behavior.
Tested setup (test environment):
Tested with a pig on an oak fence in a superflat world on grass.
Expected:
- Lead works normally, attach to mob and fence and it will stay.
Actual:
- Lead breaks after few seconds, no matter how many times it is reattached.
Reproduce:
- Tie a pig to a fence using a lead.
- Observer as the lead snaps after a few seconds.
What needs to be fixed:
- Revert the behavior of leads to the intended working behavior.
Tested setup (test environment):
Tested with a pig on an oak fence in a superflat world on grass.
Expected:
- Lead works normally, attach to mob and fence and it will stay.
Actual:
- Lead breaks after few seconds, no matter how many times it is reattached.
Reproduce:
- Tie a pig to a fence using a lead.
- Observer as the lead snaps after a few seconds.
What needs to be fixed:
- Revert the behavior of leads to the intended working behavior.
Tested setup (test environment):
- Tested with a pig on an oak fence in a superflat world on grass.
- Known to not be an issue in another world.
Expected:
- Lead works normally, attach to mob and fence and it will stay.
Actual:
- Lead breaks after few seconds, no matter how many times it is reattached.
Reproduce:
- Tie a pig to a fence using a lead.
- Observer as the lead snaps after a few seconds.
What needs to be fixed:
- Revert the behavior of leads to the intended working behavior.
Tested setup (test environment):
- Tested with a pig on an oak fence in a superflat world on grass.
- Known to not be an issue in another world.
Expected:
- Lead works normally, attach to mob and fence and it will stay.
Actual:
- Lead breaks after few seconds, no matter how many times it is reattached.
Reproduce:
- Tie a pig to a fence using a lead.
- Observer as the lead snaps after a few seconds.
What needs to be fixed:
- Revert the behavior of leads to the intended working behavior.
Tested setup (test environment):
- Tested with a pig on an oak fence in a superflat world on grass.
- Disable vanilla datapack.
Expected:
- Lead works normally, attach to mob and fence and it will stay.
Actual:
- Lead breaks after few seconds, no matter how many times it is reattached.
Reproduce:
- Tie a pig to a fence using a lead.
- Observer as the lead snaps after a few seconds.
What needs to be fixed:
- Revert the behavior of leads to the intended working behavior.
Lead breaks after few seconds after attachment when [vanilla] datapack is disabled.
Tested setup (test environment):
- Tested with a pig on an oak fence in a superflat world on grass.
- Disable vanilla datapack.
Expected:
- Lead works normally, attach to mob and fence and it will stay.
Actual:
- Lead breaks after few seconds, no matter how many times it is reattached.
Reproduce:
- Tie a pig to a fence using a lead.
Observer as the lead snaps after a few seconds.
What needs to be fixed:
Revert the behavior of leads to the intended working behavior.
Tested setup (test environment):
- Tested with a pig on an oak fence in a superflat world on grass.
- Disable vanilla datapack.
Expected:
- Lead works normally, attach to mob and fence and it will stay, even if we switch vanilla datapack off, as nothing within the vanilla datapack describes leashing of entities..
Actual:
- Lead breaks after few seconds, no matter how many times it is reattached, even though the datapack vanilla is switched off.
Reproduce:
- Tie a pig to a fence using a lead.
- Disable the vanilla datapack (/datapack disable vanilla)
- Observer as the lead snaps after a few seconds.
What needs to be fixed:
- Lead attachment should not be tied to vanilla datapack.
or
- Datapack needs option for leashable entities, such that this behavior is justified.
Lead breaks after few seconds after attachment when[vanilla] datapackisdisabled.Lead breaks after few seconds after attachment when datapack tag for 'fences' is missing.
Tested setup (test environment):
- Tested with a pig on an oak fence in a superflat world on grass.
- Disable vanilla datapack
.
Expected:
- Lead works normally, attach to mob and fence and it will stay, even if we switch vanilla datapack off, as nothing within the vanilla datapack describes leashing of entities..
Actual:
- Lead breaks after few seconds, no matter how many times it is reattached, even though the datapack vanilla is switched off.
Reproduce:
- Tie a pig to a fence using a lead.
- Disable the vanilla datapack (/datapack disable vanilla)
- Observer as the lead snaps after a few seconds.
What needs to be fixed:
- Lead attachment should not be tied to vanilla datapack.
or
- Datapack needs option for leashable entities, such that this behavior is justified.
Tested setup (test environment):
- Tested with a pig on an oak fence in a superflat world on grass.
- Disable vanilla datapack or remove
Expected:
- Lead works normally, attach to mob and fence and it will stay, even if we switch vanilla datapack off, as nothing within the vanilla datapack describes leashing of entities..
Actual:
- Lead breaks after few seconds, no matter how many times it is reattached, even though the datapack vanilla is switched off.
Reproduce:
- Tie a pig to a fence using a lead.
- Disable the vanilla datapack (/datapack disable vanilla)
- Observer as the lead snaps after a few seconds.
What needs to be fixed:
- Lead attachment should not be tied to vanilla datapack.
or
- Datapack needs option for leashable entities, such that this behavior is justified.
Tested setup (test environment):
- Tested with a pig on an oak fence in a superflat world on grass.
- Disable vanilla datapack or remove
Expected:
- Lead works normally, attach to mob and fence and it will stay, even if we switch vanilla datapack off, as nothing within the vanilla datapack describes leashing of entities..
Actual:
- Lead breaks after few seconds, no matter how many times it is reattached, even though the datapack vanilla is switched off.
Reproduce:
- Tie a pig to a fence using a lead.
- Disable the vanilla datapack (/datapack disable vanilla)
- Observer as the lead snaps after a few seconds.
What needs to be fixed:
Lead attachment should not be tied to vanilla datapack.or
Datapack needs option for leashable entities, such that this behavior is justified.
Tested setup (test environment):
- Tested with a pig on an oak fence in a superflat world on grass.
- Disable vanilla datapack or remove fences.json from the standard datapack (by making a copy, then just removing the single fences.json file. and disabling vanilla, enabling the modified vanilla pack only removing the one file.)
Expected:
- Lead works normally, attach to mob and fence and it will stay, even if we switch vanilla datapack off, as nothing within the vanilla datapack describes leashing of entities..
Actual:
- Lead breaks after few seconds, no matter how many times it is reattached, even though the datapack vanilla is switched off.
Reproduce:
- Tie a pig to a fence using a lead.
- Disable the vanilla datapack (/datapack disable vanilla)
- Observer as the lead snaps after a few seconds.
The reason for the bug:
- The bug occurs, because leads are internally reliant on the tag for fences.
- If the lead is connected to a non-fence block. The lead will auto-update and find itself to be not connected to a fence.
What needs to be fixed:
- Lead attachment should not be tied to fences.json and always stay attached when attached.
or
- The fences.json needs to be consistent as to disallow placement of leads on non-fence blocks to begin with, then also disallowing the staying of leads on non-fence blocks.
- Also, any new additions to fences.json (aka adding cobblestone to the tag #fences, should in theory allow the player to attach leads to cobblestone (although weird) and the lead should persist, as the block is tagged with #fences.
The latter is inconsistent with #waterloggable etc. however.
Tested setup (test environment):
- Tested with a pig on an oak fence in a superflat world on grass.
- Disable vanilla datapack or remove fences.json from the standard datapack (by making a copy, then just removing the single fences.json file. and disabling vanilla, enabling the modified vanilla pack only removing the one file.)
Expected:
- Lead works normally, attach to mob and fence and it will stay, even if we switch vanilla datapack off, as nothing within the vanilla datapack describes leashing of entities..
Actual:
- Lead breaks after few seconds, no matter how many times it is reattached, even though the datapack vanilla is switched off.
Reproduce:
- Tie a pig to a fence using a lead.
- Disable the vanilla datapack (/datapack disable vanilla)
- Observer as the lead snaps after a few seconds.
The reason for the bug:
- The bug occurs, because leads are internally reliant on the tag for fences.
- If the lead is connected to a non-fence block. The lead will auto-update and find itself to be not connected to a fence.
What needs to be fixed:
- Lead attachment should not be tied to fences.json and always stay attached when attached.
or
- The fences.json needs to be consistent as to disallow placement of leads on non-fence blocks to begin with, then also disallowing the staying of leads on non-fence blocks.
- Also, any new additions to fences.json (aka adding cobblestone to the tag #fences, should in theory allow the player to attach leads to cobblestone (although weird) and the lead should persist, as the block is tagged with #fences.
The latter is inconsistent with
#waterloggableetc. however.
Tested setup (test environment):
- Tested with a pig on an oak fence in a superflat world on grass.
- Disable vanilla datapack or remove fences.json from the standard datapack (by making a copy, then just removing the single fences.json file. and disabling vanilla, enabling the modified vanilla pack only removing the one file.)
Expected:
- Lead works normally, attach to mob and fence and it will stay, even if we switch vanilla datapack off, as nothing within the vanilla datapack describes leashing of entities..
Actual:
- Lead breaks after few seconds, no matter how many times it is reattached, even though the datapack vanilla is switched off.
Reproduce:
- Tie a pig to a fence using a lead.
- Disable the vanilla datapack (/datapack disable vanilla)
- Observer as the lead snaps after a few seconds.
The reason for the bug:
- The bug occurs, because leads are internally reliant on the tag for fences.
- If the lead is connected to a non-fence block. The lead will auto-update and find itself to be not connected to a fence.
What needs to be fixed:
- Lead attachment should not be tied to fences.json and always stay attached when attached.
or
- The fences.json needs to be consistent as to disallow placement of leads on non-fence blocks to begin with, then also disallowing the staying of leads on non-fence blocks.
- Also, any new additions to fences.json (aka adding cobblestone to the tag #fences, should in theory allow the player to attach leads to cobblestone (although weird) and the lead should persist, as the block is tagged with #fences.
The latter is inconsistent with other tags etc. however.
duplicates
Thank you for your report!
We're tracking this issue in
MC-123029, so this ticket is being resolved and linked as a duplicate.That ticket has already been resolved as working as intended, which means this is not considered a bug and won't be fixed. Please do not leave a comment on the linked ticket.
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