Regeneration effect below 5 does not work when applied each tick
The issue I believe is almost similar to Health Boost resetting player health instead of "maintaining existing", in other words the regen counter resets to 0 so no healing can take place. Since it is applied each tick, the code resets unless it is fast enough (Regen 5).
How to reproduce:
- Make a gamerule loop point to a looping function, like loop:loop. (/loop/loop.mcfunction)
- Create a secondary looping function and point to this function from loop:loop to contain all effect "cheats" like loop:cheat_loop. (optional, you could do this from main loop:loop)
- Add the line (could target anyone, even the player): effect @e[type=wolf] minecraft:regeneration 1 1 true
Regeneration 0-4 (1-5) does not work for above. However, 5 does (6).
When applied normally through a non-per-tick method, it works as expected.
Linked Issues
Created Issue:
Regeneration effect below 5 does not work when applied each tick
The issue I believe is almost similar to Health Boost resetting player health instead of "maintaining existing", in other words the regen counter resets to 0 so no healing can take place. Since it is applied each tick, the code resets unless it is fast enough (Regen 5).
How to reproduce:
- 1) Make a gamerule loop point to a looping function, like loop:loop. (/loop/loop.mcfunction)
- 2) Create a secondary looping function and point to this function from loop:loop to contain all effect "cheats" like loop:cheat_loop. (optional, you could do this from main loop:loop)
- 3) Add the line (could target anyone, even the player): effect @e[type=wolf] minecraft:regeneration 1 1 true
Regeneration 1-4 does not work for above. However, 5 does.
When applied normally through a non-per-tick method, it works as expected.
The issue I believe is almost similar to Health Boost resetting player health instead of "maintaining existing", in other words the regen counter resets to 0 so no healing can take place. Since it is applied each tick, the code resets unless it is fast enough (Regen 5).
How to reproduce:
- 1) Make a gamerule loop point to a looping function, like loop:loop. (/loop/loop.mcfunction)
- 2) Create a secondary looping function and point to this function from loop:loop to contain all effect "cheats" like loop:cheat_loop. (optional, you could do this from main loop:loop)
- 3) Add the line (could target anyone, even the player): effect @e[type=wolf] minecraft:regeneration 1 1 true
Regeneration
1-4 does not work for above. However, 5 does.
When applied normally through a non-per-tick method, it works as expected.The issue I believe is almost similar to Health Boost resetting player health instead of "maintaining existing", in other words the regen counter resets to 0 so no healing can take place. Since it is applied each tick, the code resets unless it is fast enough (Regen 5).
How to reproduce:
- 1) Make a gamerule loop point to a looping function, like loop:loop. (/loop/loop.mcfunction)
- 2) Create a secondary looping function and point to this function from loop:loop to contain all effect "cheats" like loop:cheat_loop. (optional, you could do this from main loop:loop)
- 3) Add the line (could target anyone, even the player): effect @e[type=wolf] minecraft:regeneration 1 1 true
Regeneration 0-4 (1-5) does not work for above. However, 5 does (6).
When applied normally through a non-per-tick method, it works as expected.
The issue I believe is almost similar to Health Boost resetting player health instead of "maintaining existing", in other words the regen counter resets to 0 so no healing can take place. Since it is applied each tick, the code resets unless it is fast enough (Regen 5).
How to reproduce:
1)Make a gamerule loop point to a looping function, like loop:loop. (/loop/loop.mcfunction)2)Create a secondary looping function and point to this function from loop:loop to contain all effect "cheats" like loop:cheat_loop. (optional, you could do this from main loop:loop)3)Add the line (could target anyone, even the player): effect @e[type=wolf] minecraft:regeneration 1 1 trueRegeneration 0-4 (1-5) does not work for above. However, 5 does (6).
When applied normally through a non-per-tick method, it works as expected.
duplicates
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Sounds like a duplicate of MC-30946 (see [Mod] tryashtar's comment there).
Thank you for your report!
However, this issue has been closed as a Duplicate of
MC-62103.It has been linked to this report. If you have additional information, please add it to that report.
Please search before reporting, as it's likely that one exists already.
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