Using '/tick sprint 1t' while game ticks are frozen causes an extra tick to be executed
Summary:
Running "/tick freeze" then "/tick sprint N" will advance the game by N+1 ticks.
Steps to reproduce:
- Build a tall scaffolding pillar.
- Run "/tick freeze".
- Break the bottom scaffolding.
- Run "/tick sprint N".
Expected result:
N scaffolding break.
Observed result:
N+1 scaffolding break.
Impact:
In case it’s not clear that "/tick sprint" should be accurate to a single tick, I’d like to point out that this is a maddening bug when trying to measure redstone timing. I’d also argue that accepting a tick-precise sprint duration is a reason for actual behavior to also be tick-precise.
Tested in:
1.20.4 and snapshot 24w05b
2024-02-06, 02:02 AM
2024-03-04, 12:31 AM
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