Dispenser Randomizer Count:0 does not work when the clock is too fast
When you update the blockdata of a dispenser to have a command block randomizer and you power the dispenser with a very fast clock (did not try with ultra fast) then command blocks inside will start to dissapear no matter how you set up the Count argument (capital, non capital, Count:0b,Count:0,....)
Command used:
/blockdata ~ ~ ~5 {Items:[{id:minecraft:command_block,tag:{BlockEntityTag:{Command:say 1},display:{Lore:["1"]}},Slot:0,Count:0},{id:minecraft:command_block,tag:{BlockEntityTag:{Command:say 2},display:{Lore:["2"]}},Slot:1,Count:0},{id:minecraft:command_block,tag:{BlockEntityTag:{Command:say 3},display:{Lore:["3"]}},Slot:2,Count:0},{id:minecraft:command_block,tag:{BlockEntityTag:{Command:say 4},display:{Lore:["4"]}},Slot:3,Count:0},{id:minecraft:command_block,tag:{BlockEntityTag:{Command:say 5},display:{Lore:["5"]}},Slot:4,Count:0},{id:minecraft:command_block,tag:{BlockEntityTag:{Command:say 6},display:{Lore:["6"]}},Slot:5,Count:0},{id:minecraft:command_block,tag:{BlockEntityTag:{Command:say 7},display:{Lore:["7"]}},Slot:6,Count:0},{id:minecraft:command_block,tag:{BlockEntityTag:{Command:say 8},display:{Lore:["8"]}},Slot:7,Count:0},{id:minecraft:command_block,tag:{BlockEntityTag:{Command:say 9},display:{Lore:["9"]}},Slot:8,Count:0}]}
Created Issue:
Dispenser Randomizer Count:0 does not work when the clock is too fast
When you update the blockdata of a dispenser to have a command block randomizer and you power the dispenser with a very fast clock (did not try with ultra fast) then command blocks inside will start to dissapear no matter how you set up the Count argument (capital, non capital, Count:0b,Count:0,....)
When you update the blockdata of a dispenser to have a command block randomizer and you power the dispenser with a very fast clock (did not try with ultra fast) then command blocks inside will start to dissapear no matter how you set up the Count argument (capital, non capital, Count:0b,Count:0,....)
/blockdata ~ ~ ~5 {Items:[{id:minecraft:command_block,tag:{BlockEntityTag:{Command:say 1},display:{Lore:["1"]}},Slot:0,Count:0},{id:minecraft:command_block,tag:{BlockEntityTag:{Command:say 2},display:{Lore:["2"]}},Slot:1,Count:0},{id:minecraft:command_block,tag:{BlockEntityTag:{Command:say 3},display:{Lore:["3"]}},Slot:2,Count:0},{id:minecraft:command_block,tag:{BlockEntityTag:{Command:say 4},display:{Lore:["4"]}},Slot:3,Count:0},{id:minecraft:command_block,tag:{BlockEntityTag:{Command:say 5},display:{Lore:["5"]}},Slot:4,Count:0},{id:minecraft:command_block,tag:{BlockEntityTag:{Command:say 6},display:{Lore:["6"]}},Slot:5,Count:0},{id:minecraft:command_block,tag:{BlockEntityTag:{Command:say 7},display:{Lore:["7"]}},Slot:6,Count:0},{id:minecraft:command_block,tag:{BlockEntityTag:{Command:say 8},display:{Lore:["8"]}},Slot:7,Count:0},{id:minecraft:command_block,tag:{BlockEntityTag:{Command:say 9},display:{Lore:["9"]}},Slot:8,Count:0}]}
When you update the blockdata of a dispenser to have a command block randomizer and you power the dispenser with a very fast clock (did not try with ultra fast) then command blocks inside will start to dissapear no matter how you set up the Count argument (capital, non capital, Count:0b,Count:0,....)
Command used:
/blockdata ~ ~ ~5 {Items:[{id:minecraft:command_block,tag:{BlockEntityTag:{Command:say 1},display:{Lore:["1"]}},Slot:0,Count:0},{id:minecraft:command_block,tag:{BlockEntityTag:{Command:say 2},display:{Lore:["2"]}},Slot:1,Count:0},{id:minecraft:command_block,tag:{BlockEntityTag:{Command:say 3},display:{Lore:["3"]}},Slot:2,Count:0},{id:minecraft:command_block,tag:{BlockEntityTag:{Command:say 4},display:{Lore:["4"]}},Slot:3,Count:0},{id:minecraft:command_block,tag:{BlockEntityTag:{Command:say 5},display:{Lore:["5"]}},Slot:4,Count:0},{id:minecraft:command_block,tag:{BlockEntityTag:{Command:say 6},display:{Lore:["6"]}},Slot:5,Count:0},{id:minecraft:command_block,tag:{BlockEntityTag:{Command:say 7},display:{Lore:["7"]}},Slot:6,Count:0},{id:minecraft:command_block,tag:{BlockEntityTag:{Command:say 8},display:{Lore:["8"]}},Slot:7,Count:0},{id:minecraft:command_block,tag:{BlockEntityTag:{Command:say 9},display:{Lore:["9"]}},Slot:8,Count:0}]}
I want to have the >possibility< to choose if players are able to break it. Should be disabled as default but you should be able to enable it with the CanDestroy command.
I would want this because I am a redstone and cmd block contraption inventor. This would open so many possibilities, like for example custom ores or lucky blocks without a plugin. You just make random cmd blocks spawn in the world and since players can't change the code inside them anyway, you could make a compressed command (activator rail, minecartCommandBlocks) to do random stuff and destroy the block with setblock air afterwards. It would be nice if players could pick up these lucky blocks again (of course also in the first place) if someone places them infront of their house, so they do not have to trust in their luck and activate it (by putting a button to the side and pressing it) to get rid of it (because they are lucky blocks, they could also spawn 10 creepers).
It is just depressing that you are limited every now and then (MC-53347 , MC-52819 , MC-52958 , MC-31365 , MC-9661 , MC-53928 , MC-54716) in this beatiful sandbox game and it seems mods have too much to do to look into the problems longer than 10 seconds (or not even that) and just go for the easy option "works as intended".
I am a commited player and reported a lot of bugs (like the ones above) to help mojang make a better game and none was solved or some not even viewed.
Just my opinion.
Greetings, Escore.


can you please be a bit more specific, I don't get what you're trying to say
/blockdata ~ ~1 ~ {Items:[{id:minecraft:command_block,tag:{BlockEntityTag:{Command:say 1},display:{Lore:["life"]}},Slot:0,Count:0},{id:minecraft:command_block,tag:{BlockEntityTag:{Command:say 2},display:{Lore:["is"]}},Slot:1,Count:0},{id:minecraft:command_block,tag:{BlockEntityTag:{Command:say 3},display:{Lore:["beautiful"]}},Slot:2,Count:0}]}use the above command to update the blockdata of a dispenser. Connect the dispenser to a fast clock (2 hoppers with a TransferCooldown set to 1). Place a comparator 2 blocks after the dispenser (the direction it is facing) that has a setblock air command inside it, to set the block to air again after the command block that the dispenser places has been executed. Watch the command blocks disappear from the inside of the dispenser even though they have a Count of 0.
I have also added a picture of what the contraption should look like.
cannot reproduce with your setup and commands, the blocks remain inside the dispenser
Updated the description: Added the command I used. Also recorded and uploaded another video:
Youtube video
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. If this has been done, we can reopen the issue.
Keep in mind that the "Resolved"-Status on this ticket just means "Answered", and that we are waiting for further information on whether this issue still exists or not. We will reopen it as soon as the requested information has been delivered.
Ticket resolved as incomplete, because no answer in a reasonable amount of time (1+ year), if it still happens, please update the ticket.