Client does not merge EntityTag for spawn eggs, resulting in visual inconsistencies
Expected behavior:
Put EntityTag on Zombie spawn egg:
/give @p spawn_egg 1 0 {EntityTag:{id:"minecraft:zombie",IsBaby:0b,HandItems:[],ArmorItems:[]}}
For 1.13:
/give @p minecraft:zombie_spawn_egg{EntityTag:{IsBaby:0b,HandItems:[],ArmorItems:[]}}
Spawn large number of zombies and they should all be identical.
Actual behavior:
Zombies have varied equipment and type as they would without EntityTag.
This is an issue for the client only; the server has the correct data. Logging out and back in will fix client-side issues.
Created Issue:
EntityTag on spawneggs does not override random variants
Expected behavior:
Put EntityTag on Zombie spawn egg {EntityTag:{id:"Zombie",IsBaby:0b,IsVillager:0b,HandItems:[],ArmorItems:[]}} ; spawn large number of zombies; have them all be identical
Actual behavior:
zombies vary equipment and type as they would without EntityTagEnvironment
All
Expected behavior:
Put EntityTag on Zombie spawn egg {EntityTag:{id:"Zombie",IsBaby:0b,IsVillager:0b,HandItems:[],ArmorItems:[]}}; spawn large number of zombies; have them all be identical
Actual behavior:
zombies vary equipment and type as they would without EntityTagExpected behavior:
Put EntityTag on Zombie spawn egg{EntityTag:{id:"Zombie",IsBaby:0b,IsVillager:0b,HandItems:[],ArmorItems:[]}}; spawn large number of zombies; have them all be identical
Actual behavior:
zombies vary equipment and type as they would without EntityTag
Expected behavior:
Put EntityTag on Zombie spawn egg/give @p spawn_egg 1 0 {EntityTag:{id:"Zombie",IsBaby:0b,IsVillager:0b,HandItems:[],ArmorItems:[]}}; spawn large number of zombies; have them all be identical
Actual behavior:
zombies vary equipment and type as they would without EntityTag
All
Expected behavior:
Put EntityTag on Zombie spawn egg/give @p spawn_egg 1 0 {EntityTag:{id:"Zombie",IsBaby:0b,IsVillager:0b,HandItems:[],ArmorItems:[]}}; spawn large number of zombies; have them all be identical
Actual behavior:
zombies vary equipment and type as they would without EntityTagExpected behavior:
Put EntityTag on Zombie spawn egg/give @p spawn_egg 1 0 {EntityTag:{id:"minecraft:zombie",IsBaby:0b,IsVillager:0b,HandItems:[],ArmorItems:[]}}; spawn large number of zombies; have them all be identical
Actual behavior:
zombies vary equipment and type as they would without EntityTag
Expected behavior:
Put EntityTag on Zombie spawn egg/give @p spawn_egg 1 0 {EntityTag:{id:"minecraft:zombie",IsBaby:0b,IsVillager:0b,HandItems:[],ArmorItems:[]}}; spawn large number of zombies; have them all be identical
Actual behavior:
zombies vary equipment and type as they would without EntityTag
Expected behavior:
Put EntityTagon Zombie spawn egg/give @p spawn_egg 1 0 {EntityTag:{id:"minecraft:zombie",IsBaby:0b,HandItems:[],ArmorItems:[]}}; spawn large number of zombies; have them all be identical
Actual behavior:zombiesvaryequipment and type as they would withoutEntityTagExpected behavior:
Put EntityTag on Zombie spawn egg:
/give @p spawn_egg 1 0 {EntityTag:{id:"minecraft:zombie",IsBaby:0b,HandItems:[],ArmorItems:[]}}Spawn large number of zombies and they should all be identical.
Actual behavior:
Zombies have varied equipment and type as they would without EntityTag.
This is an issue for the client only; the server has the correct data. Logging out and back in will fix client-side issues.
EntityTagonspawneggsdoes not override random variantsClient does not merge EntityTag for spawn eggs, resulting in visual inconsistencies
Expected behavior:
Put EntityTag on Zombie spawn egg:
/give @p spawn_egg 1 0 {EntityTag:{id:"minecraft:zombie",IsBaby:0b,HandItems:[],ArmorItems:[]}}For 1.13:
/give @p minecraft:zombie_spawn_egg{EntityTag:{IsBaby:0b,HandItems:[],ArmorItems:[]}}Spawn large number of zombies and they should all be identical.
Actual behavior:
Zombies have varied equipment and type as they would without EntityTag.
This is an issue for the client only; the server has the correct data. Logging out and back in will fix client-side issues.
Tested in 16w40a:
When you summon a vex with empty hands, it has a sword and it's not removed when you quit and re-enter the world.
When you summon a zombie/skeleton with empty hands/armor using a spawn egg, their items/armor are removed when you re-enter the world.
So, MC-107494 and the bug described by tatsu and MalbaCato (which is MC-87661) are different bugs, and MC-107494 should be marked as fixed.



Comfirmed for 16w40a
{id:"minecraft:zombie",IsBaby:0b,IsVillager:0b,HandItems:[],ArmorItems:[]}The new command is:
/give @p spawn_egg 1 0 {EntityTag:
}
It seems to be the same like my problem:
I got a custom spawn egg that spawns an equipped Skeleton. In the right (main) hand it holds a bone, in the left (off ) hand it holds a shield. Randomly it can occur that it will be spawned as lefthanded and thus swap what it's holding, with the very same spawn egg!
I could reproduce it, video here: https://youtu.be/dB5kay1g6CI
Give-command spawn egg (I did not insert the custom pattern on the shield to make the command not even longer):
/give @p spawn_egg 1 0 {EntityTag:{id:"minecraft:skeleton",ArmorItems:[{id:golden_boots,Count:1b,tag:{ench:[{id:0,lvl:1}]}},{id:chainmail_leggings,Count:1b,tag:{ench:[{id:0,lvl:1}]}},{id:chainmail_chestplate,Count:1b,tag:{ench:[{id:0,lvl:1}]}},{id:lapis_block,Count:1b}],HandItems:[{id:bone,Count:1b},{id:shield,Count:1b}],PersistenceRequired:1,NoAI:1,Silent:1}}Out of the approximately less than 100 mobs around 10 were lefthanded.
So, confirmed for 1.11 release.
Confirmed for 1.11.2
Would this be what is affecting the Silent and NoAI tags I'm adding to spawn eggs?
/summon item ~ ~ ~ {CustomName:Zombie Spawner,CustomNameVisible:1,Motion:[0.0,0.3,0.0],Item:{id:"minecraft:spawn_egg",Count:1b,tag:{display:{Name:Zombie Spawner},EntityTag:{id:"minecraft:endermite",Silent:1b,NoAI:1,Tags:["Zombiespawner","Spawner"],DeathLootTable:"minecraft:empty"}}}}}Even though Silent, NoAI, Tags, and DeathLootTable are all in the same set of {}, Tags and DeathLootTable still work when summoning the endermite, yet Silent and NoAI don't work. Found this while making a one command thing.
If this is unrelated to this bug (which I doubt), please let me know so I can make a new post. (I trust I'm in the right place though.
No, I don't think so. I just tested
/give @p minecraft:spawn_egg 1 0 {EntityTag:{id:zombie,NoAI:1b,Silent:1b}}(albeit in snapshot 17w17b) and it worked just fine. Did you manage to get it solved?
Confirmed for 17w43b.
Confirmed for 17w46a.
Confirmed for 48a, the example command in the post should now be changed to the new format.
Confirmed for 18w03b, one thing though I just noticed, the bugpost says that it's a client-issue-only and relogging will fix that.
This is true for those who e.g. spawn with armour optically, the armour will not be displayed anymore upon relog.
However, what about those who are babies despite IsBaby:0, or those who are left- instead of right-handed?
Those occurrences are not a client-issue as you can see from my pictures, some including an entitydata check.
I also checked on the incorrect left-handedness via entitydata.
Would that be a different bugpost/has this post here to be split, or would it suffice to update the bugpost description accordingly?
You can make a separate ticket for it if you want.
Thank you, done: MC-124435 - I noticed a few more things which shouldn't be "WaI" if I interpret Searge correctly.
Regarding this bugpost here, maybe I was just very unlucky, but although I spawned at least 300 Zombies with the 1.13 command-spawn egg provided in the bugpost, it didn't show me any visual inconsistencies like "fake" armour or tools/weapons anymore, which would mean this bugpost is apparently resolved - if somebody else could please confirm it doesn't spawn zombies with visual-/not real equipment anymore.
However, it still does spawn real baby zombies (checked via entitydata or rather now data get), despite IsBaby set to false.
I mentioned the baby zombie spawn despite IsBaby:0b also as part of my my own bugpost, as the baby and e.g. equipment-handedness-swap is not a visual inconsistency but really occurring, which is the basis of my bugpost.
Tested in 18w03b.
Fixed in 1.15.2 or earlier.
Can someone else who experienced this bug confirm that this is fixed?
I'm not sure, was this bugpost here also about babies being spawned, regardless of IsBaby:0?
In that case, the bug still present in 1.16 rc-1, but if this bugpost here is solely about them appearing with equipment, and babies occurring despite they shouldn't would be only tracked in MC-124435: I couldn't spawn any zombies wearing equipment in a few minutes of testing.
See also my older, previous comment.
As there is no server-client desync when babies are spawned, to me it makes sense to track that in MC-124435 instead where it is already explained clearly. The weapon/armour desync that was initially reported here no longer occurs.
Ok for me, I'll keep track of that in MC-124435, and as I stated about 2.5 years ago, I couldn't reproduce the desync already back then, so it might have been fixed since long, which is good