TNT animation ends at 80 ticks, ignores fuse length changes
Summon a Primed TNT using
/summon tnt ~ ~ ~ {Fuse:127}
As the fuse is set to 127, the Primed TNT will explode after 127 ticks. This is as expected.
However the client isn't informed of this change and will show the TNT animation exploding at the normal 80 ticks. This also removes the TNT entity from the client side.
/data merge entity @e[type=tnt,limit=1] {Fuse:127}
works on the invisible TNT to extend the fuse, but will not render it back as the client has already deleted the entity.
TL;DR Server doesn't inform client of fuse length changes, TNT animation will always end at 80 ticks.
To reproduce in 16w21b, simply summoning a TNT with Fuse:127b won't work. You must continuously use /entitydata to stop the Fuse value from reaching zero.
Example: run this in a repeating command block:
/data merge entity @e[type=tnt,limit=1] {Fuse:127}
Code analysis by Marcono1234 can be found in this comment.
Linked Issues
- Fixed
Connor Steppie
libraryaddict
[Mojang] slicedlime- 29
- 22
- Confirmed
Normal
- Commands Entities Rendering
1.4.2 - 1.16.4
1.4.2 1.5 1.5.2 1.6.2 1.6.4 1.7.10 14w30c 1.8 1.8.1 1.8.3 1.8.4 1.8.5 1.8.6 1.8.7 1.9.4 16w20a 16w21a 16w21b 1.10-pre1 1.10-pre2 1.10 1.10.1 1.10.2 16w32a 16w32b 16w33a 16w35a 1.11.2 1.12.2 18w20c 1.13.1 1.13.2 18w48a 18w48b 18w49a 1.14.4 19w39a 19w40a 19w41a 19w42a 19w44a 1.15-pre1 1.15-pre2 1.15-pre3 1.15-pre4 1.15-pre6 1.15-pre7 1.15.1-pre1 1.15.2-pre1 1.15.2-pre2 1.15.2 20w06a 20w07a 20w08a 20w09a 20w10a 20w11a 20w12a 20w21a 1.16-pre2 1.16-pre3 1.16-pre5 20w28a 20w29a 20w30a 1.16.2-pre1 1.16.2 1.16.3-rc1 1.16.3 1.16.4-pre2 1.16.4- 15w32c 20w46a
Created Issue:
Client showing tnt explosion even when tnt has not exploded
I spawned in a TNTPrimed entity and changed its fuse length to 60 seconds.
The client then shows the tnt explosion animation. As if I never changed the fuse length.
60 seconds later the tnt explodes for real.
During the whole 60 seconds, The tnt is effectively invisible to the client.
Fix I propose. Ability to let the server tell the client that the explosion time has changed.
That instead of showing the explosion animation at 3 seconds in. Its now 60 seconds.
This is effectively breaking my project.
relates to
is duplicated by
I spawned in a TNTPrimed entity and changed its fuse length to 60 seconds.
The clientthenshowsthetnt explosion animation. As if I never changed the fuse length.60 seconds later the tnt explodes for real.
During the whole 60 seconds, The tnt is effectively invisible to the client.
Fix I propose. Ability to let the server tell the client that the explosion time has changed.
That instead of showing the explosion animation at 3 seconds in. Its now 60 seconds.
This is effectively breaking my project.
Summon a Primed TNT using
/summon PrimedTnt ~ ~ ~ {Fuse:127}.As the fuse is set to 127, the Primed TNT will explode after 127 ticks. This is as expected.
However the client isn't informed of this change and will show the TNT animation exploding at the normal 80 ticks. This also removes the TNT entity from the client side.
/entitydata @e[type=PrimedTnt] {Fuse:127}
works on the invisible TNT to extend the fuse, but will not bring it back as the client has already deleted the entity.TL;DR Server doesn't inform client of fuse length changes, TNT animation will always end at 80 ticks.
Client showing tnt explosion even when tnt has not explodedTNT animation ends at 80 ticks, ignores fuse length changes.
relates to
is duplicated by
Summon a Primed TNT using
/summon PrimedTnt ~ ~ ~ {Fuse:127}.As the fuse is set to 127, the Primed TNT will explode after 127 ticks. This is as expected.
However the client isn't informed of this change and will show the TNT animation exploding at the normal 80 ticks. This also removes the TNT entity from the client side.
/entitydata @e[type=PrimedTnt] {Fuse:127}
works on the invisible TNT to extend the fuse, but will not bring it back as the client has already deleted the entity.TL;DR Server doesn't inform client of fuse length changes, TNT animation will always end at 80 ticks.
To reproduce in 16w21b, simply summoning a TNT with Fuse:127b won't work. You must continuously use /entitydata to stop the Fuse value from reaching zero.
Example: run this in a repeating command block:
/entitydata @e[type=PrimedTnt] {Fuse:127}
Summon a Primed TNT using
/summon PrimedTnt ~ ~ ~ {Fuse:127}.As the fuse is set to 127, the Primed TNT will explode after 127 ticks. This is as expected.
However the client isn't informed of this change and will show the TNT animation exploding at the normal 80 ticks. This also removes the TNT entity from the client side.
/entitydata @e[type=PrimedTnt] {Fuse:127}
works on the invisible TNT to extend the fuse, but will not bring it back as the client has already deleted the entity.TL;DR Server doesn't inform client of fuse length changes, TNT animation will always end at 80 ticks.
To reproduce in 16w21b, simply summoning a TNT with Fuse:127b won't work. You must continuously use /entitydata to stop the Fuse value from reaching zero.
Example: run this in a repeating command block:
/entitydata @e[type=PrimedTnt] {Fuse:127}Summon a Primed TNT using
/summon PrimedTnt ~ ~ ~ {Fuse:127}As the fuse is set to 127, the Primed TNT will explode after 127 ticks. This is as expected. However the client isn't informed of this change and will show the TNT animation exploding at the normal 80 ticks. This also removes the TNT entity from the client side./entitydata @e[type=PrimedTnt] {Fuse:127}
works on the invisible TNT to extend the fuse, but will not render it back as the client has already deleted the entity. *TL;DR* Server doesn't inform client of fuse length changes, TNT animation will always end at 80 ticks. ---- *To reproduce in 16w21b*, simply summoning a TNT with {{Fuse:127b}} won't work. You must continuously use {{/entitydata}} to stop the {{Fuse}} value from reaching zero. Example: run this in a repeating command block:/entitydata @e[type=PrimedTnt] {Fuse:127}
Summon a Primed TNT using
/summon PrimedTnt ~ ~ ~ {Fuse:127}As the fuse is set to 127, the Primed TNT will explode after 127 ticks. This is as expected. However the client isn't informed of this change and will show the TNT animation exploding at the normal 80 ticks. This also removes the TNT entity from the client side./entitydata @e[type=PrimedTnt] {Fuse:127}
works on the invisible TNT to extend the fuse, but will not render it back as the client has already deleted the entity. *TL;DR* Server doesn't inform client of fuse length changes, TNT animation will always end at 80 ticks. ---- *To reproduce in 16w21b*, simply summoning a TNT with {{Fuse:127b}} won't work. You must continuously use {{/entitydata}} to stop the {{Fuse}} value from reaching zero. Example: run this in a repeating command block:/entitydata @e[type=PrimedTnt] {Fuse:127}
Summon a Primed TNT using
/summon PrimedTnt ~ ~ ~ \{Fuse:127\}As the fuse is set to 127, the Primed TNT will explode after 127 ticks. This is as expected.
However the client isn't informed of this change and will show the TNT animation exploding at the normal 80 ticks. This also removes the TNT entity from the client side.
/entitydata @e\[type=PrimedTnt\] \{Fuse:127\}works on the invisible TNT to extend the fuse, but will not render it back as the client has already deleted the entity.
TL;DR Server doesn't inform client of fuse length changes, TNT animation will always end at 80 ticks.
To reproduce in 16w21b, simply summoning a TNT with Fuse:127b won't work. You must continuously use /entitydata to stop the Fuse value from reaching zero.
Example: run this in a repeating command block:/entitydata @e\[type=PrimedTnt\] \{Fuse:127\}
Summon a Primed TNT using
/summon PrimedTnt ~ ~ ~\{Fuse:127\}As the fuse is set to 127, the Primed TNT will explode after 127 ticks. This is as expected.
However the client isn't informed of this change and will show the TNT animation exploding at the normal 80 ticks. This also removes the TNT entity from the client side.
/entitydata @e\[type=PrimedTnt\]\{Fuse:127\}works on the invisible TNT to extend the fuse, but will not render it back as the client has already deleted the entity.
TL;DR Server doesn't inform client of fuse length changes, TNT animation will always end at 80 ticks.
To reproduce in 16w21b, simply summoning a TNT with Fuse:127b won't work. You must continuously use /entitydata to stop the Fuse value from reaching zero.
Example: run this in a repeating command block:/entitydata @e\[type=PrimedTnt\]\{Fuse:127\}
Summon a Primed TNT using
/summon PrimedTnt ~ ~ ~ {Fuse:127}As the fuse is set to 127, the Primed TNT will explode after 127 ticks. This is as expected.
However the client isn't informed of this change and will show the TNT animation exploding at the normal 80 ticks. This also removes the TNT entity from the client side.
/entitydata @e[type=PrimedTnt] {Fuse:127}works on the invisible TNT to extend the fuse, but will not render it back as the client has already deleted the entity.
TL;DR Server doesn't inform client of fuse length changes, TNT animation will always end at 80 ticks.
To reproduce in 16w21b, simply summoning a TNT with Fuse:127b won't work. You must continuously use /entitydata to stop the Fuse value from reaching zero.
Example: run this in a repeating command block:/entitydata @e[type=PrimedTnt] {Fuse:127}
Code analysis by jujhar singh can be found in (this comment|LINK).
Summon a Primed TNT using
/summon PrimedTnt ~ ~ ~ {Fuse:127}As the fuse is set to 127, the Primed TNT will explode after 127 ticks. This is as expected.
However the client isn't informed of this change and will show the TNT animation exploding at the normal 80 ticks. This also removes the TNT entity from the client side.
/entitydata @e[type=PrimedTnt] {Fuse:127}works on the invisible TNT to extend the fuse, but will not render it back as the client has already deleted the entity.
TL;DR Server doesn't inform client of fuse length changes, TNT animation will always end at 80 ticks.
To reproduce in 16w21b, simply summoning a TNT with Fuse:127b won't work. You must continuously use /entitydata to stop the Fuse value from reaching zero.
Example: run this in a repeating command block:/entitydata @e[type=PrimedTnt] {Fuse:127}
Code analysis by
jujhar singhcan be found in (this comment|LINK).Summon a Primed TNT using
/summon PrimedTnt ~ ~ ~ {Fuse:127}As the fuse is set to 127, the Primed TNT will explode after 127 ticks. This is as expected.
However the client isn't informed of this change and will show the TNT animation exploding at the normal 80 ticks. This also removes the TNT entity from the client side.
/entitydata @e[type=PrimedTnt] {Fuse:127}works on the invisible TNT to extend the fuse, but will not render it back as the client has already deleted the entity.
TL;DR Server doesn't inform client of fuse length changes, TNT animation will always end at 80 ticks.
To reproduce in 16w21b, simply summoning a TNT with Fuse:127b won't work. You must continuously use /entitydata to stop the Fuse value from reaching zero.
Example: run this in a repeating command block:/entitydata @e[type=PrimedTnt] {Fuse:127}
Code analysis by Marcono1234 can be found in (this comment|LINK).
Summon a Primed TNT using
/summon PrimedTnt ~ ~ ~ {Fuse:127}As the fuse is set to 127, the Primed TNT will explode after 127 ticks. This is as expected.
However the client isn't informed of this change and will show the TNT animation exploding at the normal 80 ticks. This also removes the TNT entity from the client side.
/entitydata @e[type=PrimedTnt] {Fuse:127}works on the invisible TNT to extend the fuse, but will not render it back as the client has already deleted the entity.
TL;DR Server doesn't inform client of fuse length changes, TNT animation will always end at 80 ticks.
To reproduce in 16w21b, simply summoning a TNT with Fuse:127b won't work. You must continuously use /entitydata to stop the Fuse value from reaching zero.
Example: run this in a repeating command block:/entitydata @e[type=PrimedTnt] {Fuse:127}
Code analysis by Marcono1234 can be found in (this comment|LINK).
Summon a Primed TNT using
/summon PrimedTnt ~ ~ ~ {Fuse:127}As the fuse is set to 127, the Primed TNT will explode after 127 ticks. This is as expected.
However the client isn't informed of this change and will show the TNT animation exploding at the normal 80 ticks. This also removes the TNT entity from the client side.
/entitydata @e[type=PrimedTnt] {Fuse:127}works on the invisible TNT to extend the fuse, but will not render it back as the client has already deleted the entity.
TL;DR Server doesn't inform client of fuse length changes, TNT animation will always end at 80 ticks.
To reproduce in 16w21b, simply summoning a TNT with Fuse:127b won't work. You must continuously use /entitydata to stop the Fuse value from reaching zero.
Example: run this in a repeating command block:/entitydata @e[type=PrimedTnt] {Fuse:127}
Code analysis by Marcono1234 can be found in (this comment|https://bugs.mojang.com/browse/MC-2490?focusedCommentId=320245&page=com.atlassian.jira.plugin.system.issuetabpanels:comment-tabpanel#comment-320245).
Summon a Primed TNT using
/summon PrimedTnt ~ ~ ~ {Fuse:127}As the fuse is set to 127, the Primed TNT will explode after 127 ticks. This is as expected.
However the client isn't informed of this change and will show the TNT animation exploding at the normal 80 ticks. This also removes the TNT entity from the client side.
/entitydata @e[type=PrimedTnt] {Fuse:127}works on the invisible TNT to extend the fuse, but will not render it back as the client has already deleted the entity.
TL;DR Server doesn't inform client of fuse length changes, TNT animation will always end at 80 ticks.
To reproduce in 16w21b, simply summoning a TNT with Fuse:127b won't work. You must continuously use /entitydata to stop the Fuse value from reaching zero.
Example: run this in a repeating command block:/entitydata @e[type=PrimedTnt] {Fuse:127}
Code analysis by Marcono1234
can be found in (this comment|https://bugs.mojang.com/browse/MC-2490?focusedCommentId=320245&page=com.atlassian.jira.plugin.system.issuetabpanels:comment-tabpanel#comment-320245).Summon a Primed TNT using
/summon PrimedTnt ~ ~ ~ {Fuse:127}As the fuse is set to 127, the Primed TNT will explode after 127 ticks. This is as expected.
However the client isn't informed of this change and will show the TNT animation exploding at the normal 80 ticks. This also removes the TNT entity from the client side.
/entitydata @e[type=PrimedTnt] {Fuse:127}works on the invisible TNT to extend the fuse, but will not render it back as the client has already deleted the entity.
TL;DR Server doesn't inform client of fuse length changes, TNT animation will always end at 80 ticks.
To reproduce in 16w21b, simply summoning a TNT with Fuse:127b won't work. You must continuously use /entitydata to stop the Fuse value from reaching zero.
Example: run this in a repeating command block:/entitydata @e[type=PrimedTnt] {Fuse:127}
Code analysis by Marcono1234 can be found in this comment.
Summon a Primed TNT using
/summonPrimedTnt ~ ~ ~ {Fuse:127}As the fuse is set to 127, the Primed TNT will explode after 127 ticks. This is as expected.
However the client isn't informed of this change and will show the TNT animation exploding at the normal 80 ticks. This also removes the TNT entity from the client side.
/entitydata @e[type=PrimedTnt] {Fuse:127}works on the invisible TNT to extend the fuse, but will not render it back as the client has already deleted the entity.
TL;DR Server doesn't inform client of fuse length changes, TNT animation will always end at 80 ticks.
To reproduce in 16w21b, simply summoning a TNT with Fuse:127b won't work. You must continuously use /entitydata to stop the Fuse value from reaching zero.
Example: run this in a repeating command block:/entitydata @e[type=PrimedTnt] {Fuse:127}
Code analysis by Marcono1234 can be found in this comment.
Summon a Primed TNT using
/summon tnt ~ ~ ~ {Fuse:127}As the fuse is set to 127, the Primed TNT will explode after 127 ticks. This is as expected.
However the client isn't informed of this change and will show the TNT animation exploding at the normal 80 ticks. This also removes the TNT entity from the client side.
/entitydata @e[type=tnt] {Fuse:127}works on the invisible TNT to extend the fuse, but will not render it back as the client has already deleted the entity.
TL;DR Server doesn't inform client of fuse length changes, TNT animation will always end at 80 ticks.
To reproduce in 16w21b, simply summoning a TNT with Fuse:127b won't work. You must continuously use /entitydata to stop the Fuse value from reaching zero.
Example: run this in a repeating command block:/entitydata @e[type=tnt] {Fuse:127}
Code analysis by Marcono1234 can be found in this comment.
Summon a Primed TNT using
/summon tnt ~ ~ ~ {Fuse:127}As the fuse is set to 127, the Primed TNT will explode after 127 ticks. This is as expected.
However the client isn't informed of this change and will show the TNT animation exploding at the normal 80 ticks. This also removes the TNT entity from the client side.
/entitydata@e[type=tnt] {Fuse:127}works on the invisible TNT to extend the fuse, but will not render it back as the client has already deleted the entity.
TL;DR Server doesn't inform client of fuse length changes, TNT animation will always end at 80 ticks.
To reproduce in 16w21b, simply summoning a TNT with Fuse:127b won't work. You must continuously use /entitydata to stop the Fuse value from reaching zero.
Example: run this in a repeating command block:/entitydata @e[type=tnt] {Fuse:127}
Code analysis by Marcono1234 can be found in this comment.
Summon a Primed TNT using
/summon tnt ~ ~ ~ {Fuse:127}As the fuse is set to 127, the Primed TNT will explode after 127 ticks. This is as expected.
However the client isn't informed of this change and will show the TNT animation exploding at the normal 80 ticks. This also removes the TNT entity from the client side.
/data merge entity @e[type=tnt,limit=1] {Fuse:127}works on the invisible TNT to extend the fuse, but will not render it back as the client has already deleted the entity.
TL;DR Server doesn't inform client of fuse length changes, TNT animation will always end at 80 ticks.
To reproduce in 16w21b, simply summoning a TNT with Fuse:127b won't work. You must continuously use /entitydata to stop the Fuse value from reaching zero.
Example: run this in a repeating command block:/entitydata @e[type=tnt] {Fuse:127}
Code analysis by Marcono1234 can be found in this comment.
Summon a Primed TNT using
/summon tnt ~ ~ ~ {Fuse:127}As the fuse is set to 127, the Primed TNT will explode after 127 ticks. This is as expected.
However the client isn't informed of this change and will show the TNT animation exploding at the normal 80 ticks. This also removes the TNT entity from the client side.
/data merge entity @e[type=tnt,limit=1] {Fuse:127}works on the invisible TNT to extend the fuse, but will not render it back as the client has already deleted the entity.
TL;DR Server doesn't inform client of fuse length changes, TNT animation will always end at 80 ticks.
To reproduce in 16w21b, simply summoning a TNT with Fuse:127b won't work. You must continuously use /entitydata to stop the Fuse value from reaching zero.
Example: run this in a repeating command block:/entitydata@e[type=tnt] {Fuse:127}
Code analysis by Marcono1234 can be found in this comment.
Summon a Primed TNT using
/summon tnt ~ ~ ~ {Fuse:127}As the fuse is set to 127, the Primed TNT will explode after 127 ticks. This is as expected.
However the client isn't informed of this change and will show the TNT animation exploding at the normal 80 ticks. This also removes the TNT entity from the client side./data merge entity @e[type=tnt,limit=1] {Fuse:127}works on the invisible TNT to extend the fuse, but will not render it back as the client has already deleted the entity.
TL;DR Server doesn't inform client of fuse length changes, TNT animation will always end at 80 ticks.
To reproduce in 16w21b, simply summoning a TNT with Fuse:127b won't work. You must continuously use /entitydata to stop the Fuse value from reaching zero.
Example: run this in a repeating command block:/data merge entity @e[type=tnt,limit=1] {Fuse:127}
Code analysis by Marcono1234 can be found in this comment.
relates to
duplicate of MC-2490
The Bug
The creeper fuse animation does not take its Fuse NBT value into account.
To reproduce
- Execute the command
/summon minecraft:creeper ~ ~ ~ {Fuse:2000} - Use a flint and steel on the summoned creeper.
Notice that the animation stops well before the creeper explodes.- Execute the command
/summon minecraft:creeper ~ ~ ~ {Fuse:20} - Use a flint and steel on the summoned creeper.
Notice that the animation is not played completely before the creeper explodes.
Original description
If a creeper's fuse length is shortened, it will explode before the animation is complete. If the fuse length is lengthened, the animation stops after 30 ticks, so the creeper will simply not change until it explodes.
This is the same bug as MC-2490, just for creepers instead of TNT. It's a little harder to fix, since the creeper animation includes expansion in addition to the flashing. The best fix would be to simply change the speed of the creeper expansion to match the fuse length. Alternatively, the creeper could just keep expanding until it explodes, but that would lead to very oversized creepers for long fuse lengths.
Yes, but tnt didn't do that either in the past (MC-2490), and this is the same, but for a creeper
How are you changing the fuse length?
TNT now has an NBT tag defining the fuse length.
I would still like to know the steps taken to accomplish this so it can be confirmed.
This was using bukkit.
Spawned in entity and changed fuse length.
The client won't know about the fuse length being changed after being spawned - hence why it explodes at a different time. As this was done using bukkit, this is invalid as it cannot be repeated under vanilla circumstances.
I was able to replicate this without bukkit and in single player. This can't be replicated in pure vanilla, but it also addresses that some NBT data isn't being sent to the client, which is an issue.
To change the fuse length, you can use MCEdit to create a schematic where an NBT editor can edit the entity then and replaced back into the map.
In vanilla minecraft the fuse length is redundant but to map makers, or to a future feature this is potentially a bad issue.
This isn't invalid, as you can actually reproduce it in vanilla. Reopening.
Is this still a concern in the current Minecraft version? If so, please update the affected versions in order to best aid Mojang ensuring bugs are still valid in the latest releases/pre-releases.
Still is a concern.
Is this still a concern in the current Minecraft version 1.6.4 / Launcher version 1.2.5 ? If so, please update the affected versions in order to best aid Mojang ensuring bugs are still valid in the latest releases/pre-releases.
Still is a concern.
An update on what this issue is caused by:
The client gets a packet when the entity spawns (Packet23), this packet does not take NBT data into account. The way tnt fuses are implemented (as nbt, not in the DataWatcher), the fuse gets completely ignored (both on the server <stop/start> and the client <always>)
Is this still a concern in the latest Minecraft version 14w30c? If so, please update the affected versions in order to best aid Mojang ensuring bugs are still valid in the latest releases/pre-releases.
Updated
I'm not able to reproduce. While I do see some de-syncing of explosion times, i.e. a 5 second fuse visually explodes at ~4 seconds, and actually explodes at ~5, a 60 second fuse simply doesn't work, and the server / client agree on it. Does this require non-vanilla NBT changes?
Does spawning it in using /summon count as vanilla?
summon still counts as vanilla
"a 60 second fuse simply doesn't work"
Indeed, since the fuse value can only go to a max of 127 (See
MC-30255, that's intentional). But ignoring that factor, the fuse animation is still independent from the actual fuse of the entity. Use this command:/summon PrimedTnt ~ ~ ~
{Fuse:127}The pause in-between the entity disappearing and the actual explosion is the bug.
From the same comment
Confirmed for 1.8.
Confirmed for 1.8.3. Relates to
MC-59168.Confirmed for 1.8.6
it states that this is fixed in 15w32c, but if I use
summon PrimedTnt ~ ~ ~ {Fuse:200}it still disappears before it explodes
FVBico: That command works fine for me in 15w34a. Is it still broken for you in the latest snapshot?
if I use it in the latest snapshot, the tnt is still unrendered a lot earlier then it explodes for me
Confirmed for 16w20a! See
MC-102314(I also tested it myself).Reopened.
Confirmed for 16w21a.
To reproduce, simply summoning a TNT with Fuse:127b won't work. You must continuously use /entitydata to stop the Fuse value from reaching zero.
Confirmed for 16w21b.
The description of the bug should be updated, as the steps to reproduce in the description no longer work.
If the bug has changed, shouldn't a new bug be opened instead of this bug used?
This bug has been fixed, the new bug is similar but not the same one.
The bug is the same; only the steps to reproduce have been slightly modified.
Confirmed for 1.10-pre1.
Confirmed for 1.10-pre2.
Confirmed for 1.10.
Confirmed for 1.10.1.
Confirmed for 1.10.2.
Please link to this comment in the description
The following is based on a decompiled version of Minecraft 1.10 using MCP 9.30.
The reason for this is that the method net.minecraft.network.datasync.EntityDataManager.set(DataParameter<T>, T) only sets the dirty field of a DataEntry to true if the set value is not equal to the current value. Only if the dirty value is true, a SPacketEntityMetadata is sent to the client. The problem here is that the EntityTNTPrimed class uses both a DataEntry an a fuse field for storing the fuse value. However only the fuse field is decreased when the method net.minecraft.entity.item.EntityTNTPrimed.onUpdate() is called. This means that the value of the DataEntry is still 127 when the /entitydata command sets it to 127.
This should probably solved by removing the fuse field completely.
Confirmed for 1.11.2.
Confirmed for 1.13.1.
Updated entitydata command: /data merge entity @e[type=tnt,limit=1] {Fuse:127}Affects 19w38b, can I request ownership?
Affects 19w39a
Affects 1.16 pre5