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Troubleshooting

Divesh Gupta edited this page Jul 31, 2026 · 1 revision

Start with /culltag stats. It answers most of these in one line.

Nothing is being hidden at all.

  • enabled=false in the config, or /culltag disable was run and wrote it there.
  • Sweeps climbing with rays at zero means everything is out of range, in another dimension, or filtered out as a spectator or invisible. Check max_distance against how far apart things actually are.
  • Sweeps not climbing at all means the tick hook is not running, which usually means the mod failed to load. Check the server log for a mixin error at startup; culltag.mixins.json failing is fatal, so the server would not have started.
  • Two players in the same room with a clear view of each other are supposed to see each other's nametags. That is the mod working.

A nametag shows through glass, a pane or a fence.

Intended. Those blocks are in #culltag:transparent because you can see through them, and hiding a nametag behind something you can see through is the opposite of what the mod is for. Add blocks to, or remove them from, that tag with a datapack; see Configuration.

A named mob's nametag still shows through walls.

  • cull_entity_nametags=false in the config.
  • The mob is invisible. Invisible entities are deliberately never culled, so that hologram armour stands stay readable.

A nametag is stuck hidden.

  • /culltag disable restores everything unconditionally, including overrides a client is holding that the server has lost track of. If a nametag comes back on disable and gets stuck again on enable, that is a bug worth reporting with the two positions involved.
  • After a hot jar swap, run /culltag disable then /culltag enable. Clients can be holding overrides pushed by the previous jar that the new one knows nothing about.

A nametag disappears when the target is only nearly behind cover.

The ray ends at the nametag, not the eyes, so what matters is whether the floating tag is reachable, not whether the body is. That is deliberate and matches what the client would draw.

Nametags flicker.

  • Check for PassableFoliage or anything else that changes block collision shapes on the client only. That is the usual cause and the reason PassableFoliage is blocked outright.
  • Things sitting on the exact boundary of max_distance will flicker as they cross it. Nothing to fix, but it explains the symptom.

Performance.

/culltag stats reports average sweep time over the last 100 sweeps. If it is genuinely a problem, raise check_interval_ticks before lowering max_distance: the interval divides the whole cost, while the distance only trims the things at the edge. Turning off cull_entity_nametags is the other big lever if you have a lot of named visible mobs. Note that player cost grows with the square of how many players are close together, so a hundred players spread across a world is cheap and a hundred players in a lobby is not.

A culltag_hidden team is in my /team list.

Left over from 1.1.x, which used it for a feature that no longer exists. It is deleted automatically the first time the server starts on a version newer than 1.1.1.

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