aceplante
- aceplante
- aceplante
- America/New_York
- Yes
- No
So im on the most recent release and for some reason the player icon is completely missing on my map, even when im on it. I assumed maybe it was a texture pack i was using that removed it, but it still happens even after removing all texture packs. In the attached image, I am currently to the southwest, in the circular explored part.
So im on the most recent release and for some reason the player icon is completely missing on my map, even when im on it. I assumed maybe it was a texture pack i was using that removed it, but it still happens even after removing all texture packs. In the attached image, I am currently to the south
west, in the circular explored part.
nvm, you can delete this. it finally worked and idk why. So on the feedback site, whenever I click "post your ideas now", it doesn't work.
Also the link brought me to a page that "helps" me locate the pack, not fix it.
So the main issue is that stone_BRICK_walls and stone_BRICK_stairs can be made directly from stone without making bricks first. But I assume this is intentional.
Regardless, I tried to fix it with a datapack and found that the format: blockA from blockB stonecutting.json seems to work... for all recipes EXCEPT stone brick wall and chiselled stone bricks. To be more precise, this is what im using (copied and pasted)
chiseled_stone_bricks_from_stone_stonecutting.json
and
stone_brick_wall_from_stone_stonecutting.json
At first I was thinking with generic stone you didn't need stone before the stonecutting (BlockA from stonecutting) but the format above works fine with both slabs and stairs. What am I doing wrong?
This was an issue back in 1.16, but when I reported it I was told my issue was invalid
,but it still doesnt work in 1.17.
So the main issue is that stone_BRICK_walls and stone_BRICK_stairs can be made directly from stone without making bricks first. But I assume this is intentional.
Regardless, I tried to fix it with a datapack and found that the format: blockA from blockB stonecutting.json seems to work... for all recipes EXCEPT stone brick wall and chiselled stone bricks. To be more precise, this is what im using (copied and pasted)
chiseled_stone_bricks_from_stone_stonecutting.json
and
stone_brick_wall_from_stone_stonecutting.json
At first I was thinking with generic stone you didn't need stone before the stonecutting (BlockA from stonecutting) but the format above works fine with both slabs and stairs. What am I doing wrong?
This was still an issue back in 1.16, but when I reported it I was told my issue was invalid/outdated and to update to 1.17, so I did but it still doesnt work in 1.17.
So the main issue is that stone_BRICK_walls and stone_BRICK_stairs can be made directly from stone without making bricks first. But I assume this is intentional.
Regardless, I tried to fix it with a datapack and found that the format: blockA from blockB stonecutting.json seems to work... for all recipes EXCEPT stone brick wall and chiselled stone bricks. To be more precise, this is what im using (copied and pasted)
chiseled_stone_bricks_from_stone_stonecutting.json
and
stone_brick_wall_from_stone_stonecutting.json
At first I was thinking with generic stone you didn't need stone before the stonecutting (BlockA from stonecutting) but the format above works fine with both slabs and stairs. What am I doing wrong?
This was still an issue back in 1.16, but when I reported it I was told my issue was invalid/outdated and to update to 1.17, so I did but it still doesnt work in 1.17.
How to reproduce
- Revoke all recipes:
/recipe take @s *- Run the following command:
/recipe give @s chiseled_stone_bricks_stone_from_stonecutting→
The recipe is recognised (the expected name would be chiseled_stone_bricks_from_stone_stonecutting)
- Run the following command:
/recipe give @s stone_brick_walls_from_stone_stonecutting→
The recipe is recognised (the expected name would be stone_brick_wall_from_stone_stonecutting)
So the main issue is that stone_BRICK_walls and stone_BRICK_stairs can be made directly from stone without making bricks first. But I assume this is intentional for some reason...
Regardless, I tried to fix it with a datapack and found that the format: blockA from blockB stonecutting.json seems to work... for all recipes EXCEPT stone brick wall and chiselled stone bricks. To be more precise, this is what im using (copied and pasted)
chiseled_stone_bricks_from_stone_stonecutting.json
and
stone_brick_wall_from_stone_stonecutting.json
At first I was thinking with generic stone you didn't need stone before the stonecutting (BlockA from stonecutting) but the format above works fine with both slabs and stairs. What am I doing wrong?
This was still an issue back in 1.16, but when I reported it I was told my issue was invalid/outdated and to update to 1.17, so I did but it still doesnt work in 1.17.
How to reproduce
- Revoke all recipes:
/recipe take @s *
- Run the following command:
/recipe give @s chiseled_stone_bricks_stone_from_stonecutting→
The recipe is recognised (the expected name would be chiseled_stone_bricks_from_stone_stonecutting)
- Run the following command:
/recipe give @s stone_brick_walls_from_stone_stonecutting→
The recipe is recognised (the expected name would be stone_brick_wall_from_stone_stonecutting)
So the main issue is that stone_BRICK_walls and stone_BRICK_stairs can be made directly from stone without making bricks first. The same issue applies to deepslate. But I assume this is intentional for some reason...
Regardless, I tried to fix it with a datapack and found that the format: blockA from blockB stonecutting.json seems to work... for all recipes EXCEPT stone brick wall and chiselled stone bricks. To be more precise, this is what im using (copied and pasted)
chiseled_stone_bricks_from_stone_stonecutting.json
and
stone_brick_wall_from_stone_stonecutting.json
At first I was thinking with generic stone you didn't need stone before the stonecutting (BlockA from stonecutting) but the format above works fine with both slabs and stairs. What am I doing wrong?
This was still an issue back in 1.16, but when I reported it I was told my issue was invalid/outdated and to update to 1.17, so I did but it still doesnt work in 1.17.
How to reproduce
- Revoke all recipes:
/recipe take @s *
- Run the following command:
/recipe give @s chiseled_stone_bricks_stone_from_stonecutting→
The recipe is recognised (the expected name would be chiseled_stone_bricks_from_stone_stonecutting)
- Run the following command:
/recipe give @s stone_brick_walls_from_stone_stonecutting→
The recipe is recognised (the expected name would be stone_brick_wall_from_stone_stonecutting)
So the main issue is that stone_BRICK_walls and stone_BRICK_stairs can be made directly from stone without making bricks first. The same issue applies to deepslate and other stone variants. But I assume this is intentional for some reason...
Regardless, I tried to fix it with a datapack and found that the format: blockA from blockB stonecutting.json seems to work... for all recipes EXCEPT stone brick wall and chiselled stone bricks. To be more precise, this is what im using (copied and pasted)
chiseled_stone_bricks_from_stone_stonecutting.json
and
stone_brick_wall_from_stone_stonecutting.json
At first I was thinking with generic stone you didn't need stone before the stonecutting (BlockA from stonecutting) but the format above works fine with both slabs and stairs. What am I doing wrong?
This was still an issue back in 1.16, but when I reported it I was told my issue was invalid/outdated and to update to 1.17, so I did but it still doesnt work in 1.17.
How to reproduce
- Revoke all recipes:
/recipe take @s *
- Run the following command:
/recipe give @s chiseled_stone_bricks_stone_from_stonecutting→
The recipe is recognised (the expected name would be chiseled_stone_bricks_from_stone_stonecutting)
- Run the following command:
/recipe give @s stone_brick_walls_from_stone_stonecutting→
The recipe is recognised (the expected name would be stone_brick_wall_from_stone_stonecutting)
I cannot seem to figure out how to edit/disable/change default ore smelting recipes. For all items other than ore, I can just do "dried_kelp_from_smelting.json" for example, but this format does not work for ores: "iron_ingot_from_smelting" or "gold_ingot_from_smelting" etc do not work. I even tried specifically "iron_ingot_from_raw_iron_smelting" but this did not work either.
What is the format for these recipes?
If I add mineshafts to the nether file inthe worldgen folder, the minecarts are all empty?Edit, the loot table wasnt working for the overworld ones either so its probably that
Edit, the loot table wasnt working for the overworld ones either so its probably that
Edit2: yes it was, you can delete this it is not a bug
Edit, the loot table wasnt working for the overworld ones either so its probably thatEdit2: yes it was, you can delete this it is not a bug
I created a dimension type file to change the coordinate scale of the end,... and apparently that one little thing makes the ender dragon not spawn?
Datapack-Chest minecarts empty in mineshafts generated in the nether.Datapack- Ender dragon not spawning.
This is the file, I went to 100 100 in the end and expected to be at 1600 1600 in the ow and it didnt work
Im actually working on a datapack for 1.17, so if this is fixed by 1.18 please let me know, but apparently Im not the only one that has experienced this.
For some reason, I have run into chickens a few times in the middle of deep_lukewarm_ocean biomes. I thought at first maybe it was part of a baby zombie chicken jockey, but there was multiple chickens and I have seen this happen multiple times.
Edit, it cant have been a chicken jockey because as I mentioned, i am working on a datapack and this was immediately after world generation.
I couldnt get into the bug tracker for two weeks to report a bug which i guess Ill go report now. Every time I tried it was stuck on some page trying to force me to enable two factor authentication. It gave me a qr code which didnt work, and yes I tried many times. According to reddit i needed to download some random authenticator app JUST TO LOG IN? which i did and finally got in but you need to fix your website.
edit: I NEED TO ENTER A CODE EVERY TIME?? I obviously deleted that app after signing in but now i couldnt get in today...
Im currently still playing on 1.17, but I assume this hasnt been fixed.
So anyways, I was making a kelp farm where the kelp floats to the top, but I noticed some keeps getting stuck in one block high kelp plants. Note: When I place a second kelp to simulate it growing to a two block high plant, the kelp floats up to the surface just fine.
The loot tables for Logs and blacktone (for example) is exactly the same:
Logs always drop regardless of what you break it with, yet blackstone only drops when you break it with a pickaxe despite the loot table not even having a "match_tool" check.
This is just one example but Im sure this happens with many other blocks as well.
This is an issue when it comes to datapack creation. Personally, I do not think it makes sense for wood to be able to be broken by hand, so I made a datapack where it uses a "match_tool" check to make sure logs can only be broken by an axe. This however, makes it no longer drop from explosions. Then I thought of the perfect solution; just copy the loot table of blackstone since it has the exact properties I'm looking for: it can only be broken by a certain tool, yet still drops from explosions. But to my disappointment, the loot tables are exactly the same when compared side by side.
The loot tables for Logs and blacktone (for example) is exactly
the same:Logs always drop regardless of what you break it with, yet blackstone only drops when you break it with a pickaxe despite the loot table not even having a "match_tool" check.
This is just one example but Im sure this happens with many other blocks as well.
This is an issue when it comes to datapack creation. Personally, I do not think it makes sense for wood to be able to be broken by hand, so I made a datapack where it uses a "match_tool" check to make sure logs can only be broken by an axe. This however, makes it no longer drop from explosions. Then I thought of the perfect solution; just copy the loot table of blackstone since it has the exact properties I'm looking for: it can only be broken by a certain tool, yet still drops from explosions. But to my disappointment, the loot tables are exactly the same when compared side by side.
The loot tables for Logs and blacktone (for example) is exactly the same, yet logs always drop regardless of what you break it with, and blackstone only drops when you break it with a pickaxe despite the loot table not even having a "match_tool" check.
This is just one example but Im sure this happens with many other blocks as well.
This is an issue when it comes to datapack creation. Personally, I do not think it makes sense for wood to be able to be broken by hand, so I made a datapack where it uses a "match_tool" check to make sure logs can only be broken by an axe. This however, makes it no longer drop from explosions. Then I thought of the perfect solution; just copy the loot table of blackstone since it has the exact properties I'm looking for: it can only be broken by a certain tool, yet still drops from explosions. But to my disappointment, the loot tables are exactly the same when compared side by side.
Mobs ignoringweight whenspawning?Mobs ignoring spawning weight?
I will attach the file below, but basically I am trying to allow piglin brutes to RARELY spawn in crimson forests, but they seem to spawn a lot despite the fact they have an extremely low weight?
Edit: it appears that only happens during initial generation, then balances out over time to the proper ratios.
affects 1.17
As the title states, I am trying to have a minecart off rails but facing north/south, and for some reason whenever I break the rails, it ALWAYS defaults to east/west, regardless of how I position it on the rails. I can manually push it to change the direction after it's off the rails, but the point is I shouldnt have to.
I did:
summon experience_orb ~ ~ ~ {amount:130b}
It did not give me any experience whatsoever. I added more zeroes, still nothing.
I did: /summon experience_orb ~ ~ ~ {amount:130b}
It did not give me any experience whatsoever. I added more zeroes, still nothing.
I did: /summon experience_orb ~ ~ ~ {amount:130
b}It did not give me any experience whatsoever. I added more zeroes, still nothing.
Since there is currently no item or way to find nether fortesses (other than wandering around and relying on luck), I wanted to add an exploration map to the nearest nether fortress into the loot table of piglin bartering... except it fails to validate whenever I try.
The EXACT same block of code works fine in fishing loot tables, but does not work in barter loot tables.
Since there is currently no item or way to find nether fortesses (other than wandering around and relying on luck), I wanted to add an exploration map to the nearest nether fortress into the loot table of piglin bartering... except it fails to validate whenever I try.
The EXACT same block of code works fine in
fishing loot tables, but does not work in barter loot tables.Since there is currently no item or way to find nether fortesses (other than wandering around and relying on luck), I wanted to add an exploration map to the nearest nether fortress into the loot table of piglin bartering... except it fails to validate whenever I try.
The EXACT same block of code works fine in literally every other type of loot table (fishing, gift, chest, entity, even block), but does not work in barter loot tables.
exportation map not working in barter loot tableexploration map not working in barter loot table
Despite the @e, the following command seems to only affect players:
execute as @e[nbt=\{Dimension:"minecraft:overworld"}] run say hi
This is likely because mobs lack a "dimension" tag for some reason, making it impossible to execute at ones in a specific dimension?Despite the @e, the following command seems to only affect players:
execute as @e[nbt= \{Dimension:"minecraft:overworld"}] run say hi
Ignore the slash it keeps adding for some reason
This is likely because mobs lack a "dimension" tag for some reason, making it impossible to execute at ones in a specific dimension?
Despite the @e, the following command seems to only affect players:
execute as @e[nbt=
\{Dimension:"minecraft:overworld"}] run say hiIgnore the slash it keeps adding for some reason
This is likely because mobs lack a "dimension" tag for some reason, making it impossible to execute at ones in a specific dimension?
Despite the @e, the following command seems to only affect players:
execute as @e[nbt=\{Dimension:"minecraft:overworld"}] run say hi
^Ignore the slash it keeps adding for some reason
This is likely because mobs lack a "dimension" tag for some reason, making it impossible to execute at ones in a specific dimension?
Im not even going to talk about all of the posts that have been randomly deleted even though they are NOT copies or duplicates of existing posts, but now all of the other ones are gone too???
Please help
Im not even going to talk about all of the posts that have been randomly deleted even though they are NOT copies or duplicates of existing posts, but now all of the other ones are gone too???
The page you were looking for doesn't exist – Minecraft Feedback
The page you were looking for doesn't exist – Minecraft Feedback
The page you were looking for doesn't exist – Minecraft Feedback
Please help
Im not even going to talk about all of the posts that have been randomly deleted even though they are NOT copies or duplicates of existing posts, but now all of the other ones are gone too???
Here are some of the ones I had bookmarked but I cannot find the others
The page you were looking for doesn't exist – Minecraft Feedback
The page you were looking for doesn't exist – Minecraft Feedback
The page you were looking for doesn't exist – Minecraft Feedback
Please help
Im not even going to talk about all of the posts that have been randomly deleted even though they are NOT copies or duplicates of existing posts, but now all of the other ones are gone too???
Here are some of the ones I had bookmarked but I cannot find the others
The page you were looking for doesn't exist – Minecraft Feedback
The page you were looking for doesn't exist – Minecraft Feedback
The page you were looking for doesn't exist – Minecraft Feedback
Please help.
In the picture below, you can see two posts I have made today since noticing they are gone
Im not even going to talk about all of the posts that have been randomly deleted even though they are NOT copies or duplicates of existing posts, but now all of the other ones are gone too???
Here are some of the ones I had bookmarked but I cannot find the others
The page you were looking for doesn't exist – Minecraft Feedback
The page you were looking for doesn't exist – Minecraft Feedback
The page you were looking for doesn't exist – Minecraft Feedback
Please help.
In the picture below, you can see two posts I have made today since noticing they are gone
Possible dupe of
WEB-1087I can't post on the feedback website - Jira (mojang.com)
I
m not even going to talk about all of the posts that have been randomly deleted even though they are NOT copies or duplicates of existing posts, but now all of the other ones are gone too???
Here are some of the ones I had bookmarked but I cannot find the othersThe page you were looking for doesn't exist – Minecraft Feedback
The page you were looking for doesn't exist – Minecraft Feedback
The page you were looking for doesn't exist – Minecraft Feedback
Please help.
In the picture below, you can see two posts I have made today since noticing they are gone
Possible dupe of
WEB-1087I can't post on the feedback website - Jira (mojang.com)I have yet to receive an answer as to why they were deleted or at the very least who do I message to get that answer?
Im not even going to talk about all of the posts that have been randomly deleted even though they are NOT copies or duplicates of existing posts, but now all of the other ones are gone too???
Here are some of the ones I had bookmarked but I cannot find the others
The page you were looking for doesn't exist – Minecraft Feedback
The page you were looking for doesn't exist – Minecraft Feedback
The page you were looking for doesn't exist – Minecraft Feedback
Please help.
In the picture below, you can see two posts I have made today since noticing they are gone
Possible dupe of
WEB-1087I can't post on the feedback website - Jira (mojang.com)
Edit2: Still waiting? Please help
Edit: I have yet to receive an answer as to why they were deleted or at the very least who do I message to get that answer?
Im not even going to talk about all of the posts that have been randomly deleted even though they are NOT copies or duplicates of existing posts, but now all of the other ones are gone too???
Here are some of the ones I had bookmarked but I cannot find the others
The page you were looking for doesn't exist – Minecraft Feedback
The page you were looking for doesn't exist – Minecraft Feedback
The page you were looking for doesn't exist – Minecraft Feedback
Please help.
In the picture below, you can see two posts I have made today since noticing they are gone
Possible dupe of
WEB-1087I can't post on the feedback website - Jira (mojang.com)
Edit
2:Still waiting? Please helpEdit: I have yet to receive an answer as to why they were deleted or at the very least who do I message to get that answer?
Im not even going to talk about all of the posts that have been randomly deleted even though they are NOT copies or duplicates of existing posts, but now all of the other ones are gone too???
Here are some of the ones I had bookmarked but I cannot find the others
The page you were looking for doesn't exist – Minecraft Feedback
The page you were looking for doesn't exist – Minecraft Feedback
The page you were looking for doesn't exist – Minecraft Feedback
Please help.
In the picture below, you can see two posts I have made today since noticing they are gone
Possible dupe of
WEB-1087I can't post on the feedback website - Jira (mojang.com)Edit3: any explanation?
Edit2: Still waiting? Please help
Edit: I have yet to receive an answer as to why they were deleted or at the very least who do I message to get that answer?
Im not even going to talk about all of the posts that have been randomly deleted even though they are NOT copies or duplicates of existing posts, but now all of the other ones are gone too???
Here are some of the ones I had bookmarked but I cannot find the others
The page you were looking for doesn't exist – Minecraft Feedback
The page you were looking for doesn't exist – Minecraft Feedback
The page you were looking for doesn't exist – Minecraft Feedback
Please help.
In the picture below, you can see two posts I have made today since noticing they are gone
Possible dupe of
WEB-1087I can't post on the feedback website - Jira (mojang.com)
Edit
3:any explanation?Edit
2:Still waiting? Please helpEdit: I have yet to receive an answer as to why they were deleted or at the very least who do I message to get that answer?
Im not even going to talk about all of the posts that have been randomly deleted even though they are NOT copies or duplicates of existing posts, but now all of the other ones are gone too???
Here are some of the ones I had bookmarked but I cannot find the others
The page you were looking for doesn't exist – Minecraft Feedback
The page you were looking for doesn't exist – Minecraft Feedback
The page you were looking for doesn't exist – Minecraft Feedback
Please help.
In the picture below, you can see two posts I have made today since noticing they are gone
Possible dupe of
WEB-1087I can't post on the feedback website - Jira (mojang.com)Edit4: They're still down
Edit3: any explanation?
Edit2: Still waiting? Please help
Edit: I have yet to receive an answer as to why they were deleted or at the very least who do I message to get that answer?
Im not even going to talk about all of the posts that have been randomly deleted even though they are NOT copies or duplicates of existing posts, but now all of the other ones are gone too???
Here are some of the ones I had bookmarked but I cannot find the others
The page you were looking for doesn't exist – Minecraft Feedback
The page you were looking for doesn't exist – Minecraft Feedback
The page you were looking for doesn't exist – Minecraft Feedback
Please help.
In the picture below, you can see two posts I have made today since noticing they are gone
Possible dupe of
WEB-1087I can't post on the feedback website - Jira (mojang.com)
Im not even going to talk about all of the posts that have been randomly deleted even though they are NOT copies or duplicates of existing posts, but now all of the other ones are gone too???
Here are some of the ones I had bookmarked but I cannot find the othersThe page you were looking for doesn't exist – Minecraft Feedback
The page you were looking for doesn't exist – Minecraft Feedback
The page you were looking for doesn't exist – Minecraft Feedback
Please help, I have already messaged support MANY times, submitted several bug and feedback posts, and have yet to receive an answer.
Could it perhaps be becuase one of my suggestions was a PERFECTLY accurate prediction of the painting fix in the past snapshot? I get you want to keep your features a secret or whatever by why delete my post? AND WHY DELETE ALL THE OTHER ONES THAT HAVE NOTHING TO DO WITH IT.
Edit: I have yet to receive a response please explain why they were all deleted
I'm not even going to talk about all of the posts that have been randomly deleted even though they are NOT copies or duplicates of existing posts, but now all of the other ones are gone too???
Here are some of the ones I had bookmarked but I cannot find the others
The page you were looking for doesn't exist – Minecraft Feedback
The page you were looking for doesn't exist – Minecraft Feedback
The page you were looking for doesn't exist – Minecraft Feedback
Please help, I have already messaged support MANY times, submitted several bug and feedback posts, and have yet to receive an answer.
Could it perhaps be becuase one of my suggestions was a PERFECTLY accurate prediction of the painting fix in the past snapshot? I get you want to keep your features a secret or whatever by why delete my post? AND WHY DELETE ALL THE OTHER ONES THAT HAVE NOTHING TO DO WITH IT.
Edit: I have yet to receive a response please explain why they were all deleted
Edit 2: um cobwebs
I'm not even going to talk about all of the posts that have been randomly deleted even though they are NOT copies or duplicates of existing posts, but now all of the other ones are gone too???
Here are some of the ones I had bookmarked but I cannot find the others
The page you were looking for doesn't exist – Minecraft Feedback
The page you were looking for doesn't exist – Minecraft Feedback
The page you were looking for doesn't exist – Minecraft Feedback
Please help, I have already messaged support MANY times, submitted several bug and feedback posts, and have yet to receive an answer.
Could it perhaps be becuase one of my suggestions was a PERFECTLY accurate prediction of the painting fix in the past snapshot? I get you want to keep your features a secret or whatever by why delete my post? AND WHY DELETE ALL THE OTHER ONES THAT HAVE NOTHING TO DO WITH IT.
They have never been able to before, and now it has happened multiple times
.
Place a door reversed so zombies cant break it.... and they still can
They have never been able to before, and now it has happened multiple times in the past few days on my survival world
Reproduce:
Place a door reversed so zombies cant break it.... and they still can.
They have never been able to before, and now it has happened multiple times in the past few days on my survival world
Reproduce:
Place a door reversed so zombies cant break it.... and they still can.
Edit: This is not a duplicate of that report. I am specifically referring to placing a door on the inside of the doorway so it is flush with the inside rather than the outside. Zombies have never been able to break doors from the inside, yet now they can?
They have never been able to before, and now it has happened multiple times in the past few days on my survival world
Reproduce:
Place a door reversed so zombies cant break it.... and they still can.
Edit: This is not a duplicate of that report. I am specifically referring to placing a door on the inside of the doorway so it is flush with the inside rather than the outside. Zombies have never been able to break doors from the inside, yet now they can?
Edit: apparently they cant break OPEN doors, so you can place it sideways so the door is "open" then "close" it. The door will technically be open and zombies cant break it.
When I add minecraft:ore_debris_large (or small, I tried both) to jungles, it doesnt generate, Is it hardcoded to not generate in the overworld?
Edit: I have added "stone" to the "nether_base_stone" tag, and it still fails to generate.
Ancient debrisworld generation featureAncient debris failing to generate in overworld
Villager Gossip not being modified with /data merge
By doing the command:
{{execute as @e[type=villager] run data merge entity @s {Gossips:[
{Type:"major_positive",Value:20}}}
{{}}
I would expect the villager to have good trades for everyone, And by doing the command:
execute as @e[type=villager] run data modify entity @s Target set from entity @a[sort=nearest,limit=1]
I would expect it to be applied only to the nearest player. This however is not the case. If I simply typed it wrong feel free to let me know.
By doing the command:
{{execute as @e[type=villager] run data merge entity @s {Gossips:[
{Type:"major_positive",Value:20}}}
{{}}
I would expect the villager to have good trades for everyone, And by doing the command:
/execute as @e[type=villager] run data modify entity @s Target set from entity @a[sort=nearest,limit=1]
I would expect it to be applied only to the nearest player. This however is not the case. If I simply typed it wrong feel free to let me know.
By doing the command:
{Type:"major_positive",Value:20}
{{execute as @e[type=villager] run data merge entity @s {Gossips:[
}}{{}}
I would expect the villager to have good trades for everyone, And by doing the command:
/execute as @e[type=villager] run data modify entity @s Target set from entity @a[sort=nearest,limit=1]
I would expect it to be applied only to the nearest player. This however is not the case. If I simply typed it wrong feel free to let me know.
By doing the command:
/execute as @e[type=villager] run data merge entity @s {Gossips:[
{Type:"major_positive",Value:20}]}
I would expect the villager to have good trades for everyone, And by doing the command:
/execute as @e[type=villager] run data modify entity @s Target set from entity @a[sort=nearest,limit=1]
I would expect it to be applied only to the nearest player. This however is not the case. If I simply typed it wrong feel free to let me know.
It has already been reported that tools can still be combined in the inventory/crafting grid even though the grindstone is supposed to be the way to do that. That report has been resolved for some reason.
Many like me do not like this and want it fixed. I decided to do it myself and figured it would be as simple as removing their recipes...
Tool combining in the inventory does not have a recipe to alter/remove.
It has already been reported that tools can still be combined in the inventory/crafting grid even though the grindstone is supposed to be the way to do that. That report has been resolved for some reason.
Many like me do not like this and want it fixed. I decided to do it myself and figured it would be as simple as removing their recipes...
The bug is that tool combining in the inventory does not have a recipe to alter/remove.
While flying around i found a village, and as I normally do, tried to get the villagers safely inside so they dont get killed. These two villagers insist on standing in the same spot and even when scared away by a zombie, will immediately return to stand there again when I killed it.
Edit: theres multiple other ones doing it too
While flying around i found a village, and as I normally do, tried to get the villagers safely inside so they dont get killed. These two villagers insist on standing in the same spot and even when scared away by a zombie, will immediately return to stand there again when I killed it.
Edit: theres multiple other ones doing it too
Edit: So I died to an iron golem and when I came back they were back to normal? Perhaps it had something to do with their night pathfinding?
While flying around i found a village, and as I normally do, tried to get the villagers safely inside so they dont get killed. These two villagers insist on standing in the same spot and even when scared away by a zombie, will immediately return to stand there again when I killed it.
Edit: theres multiple other ones doing it too, such as the two in the background to the left
Edit: So I died to an iron golem and when I came back they were back to normal? Perhaps it had something to do with their night pathfinding?
While flying around i found a village, and as I normally do, tried to get the villagers safely inside so they dont get killed. These two villagers insist on standing in the same spot and even when scared away by a zombie, will immediately return to stand there again when I killed it.
Edit: theres multiple other ones doing it too, such as the two in the background to the left
Edit: So I died to an iron golem and when I came back they were back to normal? Perhaps it had something to do with their night pathfinding? Or perhaps the chunks being unloaded and reloaded (read previous report)
While flying around i found a village, and as I normally do, tried to get the villagers safely inside so they dont get killed. These two villagers insist on standing in the same spot and even when scared away by a zombie, will immediately return to stand there again when I killed it.
Edit: theres multiple other ones doing it too, such as the two in the background to the left
Edit: So I died to an iron golem and when I came back they were back to normal? Perhaps it had something to do with their night pathfinding? Or perhaps the chunks being unloaded and reloaded (read previous report)
Edit 3: so yea, I hung around until the next night and their doing the same thing again. Edited title
Villagersreturningto stand in onespotVillagers think their bed is a random spot
While flying around i found a village, and as I normally do, tried to get the villagers safely inside so they dont get killed. These two villagers insist on standing in the same spot and even when scared away by a zombie, will immediately return to stand there again when I killed it.
Edit: theres multiple other ones doing it too, such as the two in the background to the left
Edit 2: So I died to an iron golem and when I came back they were back to normal? Perhaps it had something to do with their night pathfinding? Or perhaps the chunks being unloaded and reloaded (read previous report)
Edit 3: so yea, I hung around until the next night and their doing the same thing again. Edited title
While flying around i found a village, and as I normally do, tried to get the villagers safely inside so they dont get killed. These two villagers insist on standing in the same spot and even when scared away by a zombie, will immediately return to stand there again when I killed it.
Edit: theres multiple other ones doing it too, such as the two in the background to the left
Edit 2: So I died to an iron golem and when I came back they were back to normal? Perhaps it had something to do with their night pathfinding? Or perhaps the chunks being unloaded and reloaded (read previous report)
Edit 3: so yea, I hung around until the next night and their doing the same thing again. Edited title.
Edit 4: It seems like the chunks reset randomly for no reason so the village is new but the entities are not?
So I was flying through an area I havent been to in a while but the point is I have been there before as shown by the filled out map in the attached screenshot.
Yet features like lava falls are apparently being placed?
What could be the cause of this?
Edit: apparently the chunks reset somehow, my banners are gone??
Worldgen Features being placed in already generated chunks?Chunks randomly reset updating from 1.16 to 1.17?
So I was flying through an area I havent been to in a while but the point is I have been there before as shown by the filled out map in the attached screenshot.
Yet features like lava falls are apparently being placed?
What could be the cause of this?
Edit: apparently the chunks reset somehow, my banners are gone?? Is this an existing bug from updating?
So yea, this happened.
Edit: is sugarcane placed after witch huts or not? Because if so, this could happen even if its rare
I accidentally gave a piglin a gold block, which I wanted back, so i gave him a sword with 1 durability so it would break instantly, and it's not.
Edit; IT HAS BEEN WAY MORE THAN 32 HITS, WHY ISNT IT BREAKING
Upon loading up a datapack attempting to edit biome features, I repeatedly crash with the following error: Feature order cycle found, involved sources: [Reference{ResourceKey [minecraft:worldgen/biome / minecraft:windswept_savanna] =cgw@485aaa94}, Reference{ResourceKey
[minecraft:worldgen/biome / minecraft:lush_caves]=cgw@32e72c5d}]Edit: caused by
MC-256947Two of the same feature causes crash - Jira (mojang.com)Upon loading up a datapack attempting to edit biome features, I repeatedly crash with the following error: Feature order cycle found, involved sources: [Reference
{ResourceKey[minecraft:worldgen/biome / minecraft:windswept_savanna]=cgw@485aaa94}, Reference
{ResourceKey[minecraft:worldgen/biome / minecraft:lush_caves]=cgw@32e72c5d}]
Horses Unable to be tamed inspawned in creativeHorses Unable to be tamed if spawned in creative
Having two of the same feature in the same step causes a world crash instead of a failed datapack validation. ex (note the double use of the glow lichen feature):
"features": [
[],
[
"minecraft:lake_lava_underground",
"minecraft:lake_lava_surface"
],
[],
[],
[],
[
"minecraft:monster_room",
"minecraft:monster_room_deep"
],
[
"minecraft:ore_dirt",
"minecraft:ore_gravel",
"minecraft:ore_granite_upper",
"minecraft:ore_granite_lower",
"minecraft:ore_diorite_upper",
"minecraft:ore_diorite_lower",
"minecraft:ore_andesite_upper",
"minecraft:ore_andesite_lower",
"minecraft:ore_tuff",
"minecraft:ore_coal_upper",
"minecraft:ore_coal_lower",
"minecraft:ore_iron_upper",
"minecraft:ore_iron_middle",
"minecraft:ore_iron_small",
"minecraft:ore_gold",
"minecraft:ore_gold_lower",
"minecraft:ore_redstone",
"minecraft:ore_redstone_lower",
"minecraft:ore_diamond",
"minecraft:ore_diamond_large",
"minecraft:ore_diamond_buried",
"minecraft:ore_lapis",
"minecraft:ore_lapis_buried",
"minecraft:ore_copper",
"minecraft:underwater_magma",
"minecraft:disk_sand",
"minecraft:disk_clay",
"minecraft:disk_gravel",
"minecraft:lush_caves_clay",
"minecraft:ore_debris_small"
],
[],
[
"minecraft:spring_water"
],
[
"minecraft:glow_lichen",
"minecraft:glow_lichen",
"minecraft:bamboo_light",
"minecraft:trees_jungle",
"minecraft:flower_warm",
"minecraft:patch_grass_jungle",
"minecraft:brown_mushroom_normal",
"minecraft:red_mushroom_normal",
"minecraft:patch_sugar_cane",
"minecraft:patch_pumpkin",
"minecraft:vines",
"minecraft:patch_melon"
],
[
"minecraft:freeze_top_layer"
]
]
In 1.17 this was not a problem but apparently this is why it keeps failing in this new version. The error is as follows:
Feature order cycle found, involved sources: [Reference
{ResourceKey[minecraft:worldgen/biome / minecraft:windswept_savanna]=cgw@485aaa94}, Reference
{ResourceKey[minecraft:worldgen/biome / minecraft:lush_caves]=cgw@32e72c5d}]
Title. Every time I try it goes back to the main page and still says login in the top right.
Edit, it seems to work not but theres still the issue that EVERYTHING i have ever posted has been purged. Suggestion, even comments???
Title. Every time I try it goes back to the main page and still says login in the top right.
Edit,
it seems to work notbut theres still the issue that EVERYTHING i have ever posted has been purged. Suggestion, even comments???Title. Every time I try it goes back to the main page and still says login in the top right.
Edit, I am now able to sign in but theres still the issue that EVERYTHING i have ever posted has been purged. Suggestion, even comments???
Nether cave lava seems to be hardcoded at 32, the default sea level, and cannot be changed in any way.
If the depth of the world is decreased, it is still always 32 blocks above the bottom.
Nether cave lava seems to be hardcoded at 32, the default sea level, and cannot be changed in any way.
If the depth of the world is decreased, it is still always 32 blocks above the bottom.
Edit: Added a reference pic. The one to the right is the sea level, and you can see on the left it stays hardcoded at 32 above ymin
Title. Instead of being readded to the playe
dinventory (the way removing plants from flower pots works) or being summed on top of the jukebox, it appears to be summed as an item inside the jukebox, which flings it in a random direction. Most of the time, it is simply pushed on top of the jukebox, but occasionally gets flung very far awayTitle. Instead of being readded to the players inventory (the way removing plants from flower pots works) or being summed on top of the jukebox, it appears to be summed as an item inside the jukebox, which flings it in a random direction. Most of the time, it is simply pushed on top of the jukebox, but occasionally gets flung very far away
Title. Instead of being readded to the players inventory (the way removing plants from flower pots works) or being summed on top of the jukebox, it appears to be summed as an item inside the jukebox, which flings it in a random direction. Most of the time, it is simply pushed on top of the jukebox, but occasionally gets flung very far away
Title. Instead of being readded to the players inventory (the way removing plants from flower pots works) or being summed on top of the jukebox, it appears to be summed as an item inside the jukebox, which causes it to be flung it in a random direction. Most of the time, it is simply pushed on top of the jukebox, but occasionally gets flung very far away
Title. Instead of being readded to the players inventory (the way removing plants from flower pots works) or being summed on top of the jukebox, it appears to be summed as an item inside the jukebox, which causes it to be flung it in a random direction. Most of the time, it is simply pushed on top of the jukebox, but occasionally gets flung very far away
Edit: added screenshot, and I guess maybe it's not as bad as I thought, but still it should always just be on top of the jukebox instead of being flung away at all.
I reported this yesterday but it seems to have been deleted. Hmmm... anyways,
I kind of forgot this existed for a while because I normally use a custom texture pack so it normally isnt a problem, but I booted up the game and was greeted with political propaganda: "black lives matter" plus there are SEVERAL more.
Shame on you mojang. Keep your political propaganda out of this game meant for kids
Edit: happened again. I would say when is this going to get fixed but microsoft is literally adding more as we speak about genders.
I
have discovered that by replacing certain recipe files with a blank one, only that recipe fails to load and is uncraftable ingame, while the rest of the pack continues to work fine; The exact behavior that I want.I
f, for some reason, being able to still combine tools without the grindstone is not considered a bug (or at least one thatwill be fixed), I would obviously like to figure out how to myself.I have added a blank file called "crafting_special_repairitem" into the recipes folder of my pack, yet tools can still be combined as normal ingame.
If, for some reason, being able to still combine tools without the grindstone is not considered a bug (or at least one that will be fixed), I would obviously like to figure out how to myself.
I have discovered that by replacing certain recipe files with a blank one, only that recipe fails to load and is uncraftable ingame, while the rest of the pack continues to work fine; The exact behavior that I want.
I have added a blank file called "crafting_special_repairitem" into the recipes folder of my pack, yet tools can still be combined as normal ingame.
If, for some reason, being able to still combine tools without the grindstone is not considered a bug (or at least one that will be fixed), I would obviously like to figure out how to myself.
I have discovered that by replacing certain recipe files with a blank one, only that recipe fails to load and is uncraftable ingame, while the rest of the pack continues to work fine; The exact behavior that I want.
I have added a blank file called "crafting_special_repairitem" into the recipes folder of my pack, yet tools can still be combined as normal ingame. In the debug log, it even says failed to load recipe, but again, tools can still be combined.
I couldn't find any reports on this already but skeletons/pillagers (and likely any other ranged mob) cannot hit a player in the front seat of
a boat when a passenger ofthe same boat. Rather than hitting the player in the back, they instead shoot down into the ground?I couldn't find any reports on this already but skeletons/pillagers (and likely any other ranged mob) when a passenger of a boat, cannot hit a player in the front seat of the same boat. Rather than hitting the player in the back, they instead shoot down into the ground?
I couldn't find any reports on this already but skeletons/pillagers (and likely any other ranged mob) when a passenger of a boat, cannot hit a player in the front seat of the same boat. Rather than hitting the player in the back, they instead shoot down into the ground?
Perhaps this has something to do with the similar bug where sometimes skeletons will shoot straight down instead of hitting the player when in close quarters combat and their hitboxes are colliding?
Sand, gravel, concrete powder, anvils, dragon eggs, and any other gravity affected block is destroyed
byany non solid block including slabs, rails, torches etc.Sand, gravel, concrete powder, anvils, dragon eggs, and any other gravity affected block is destroyed and dropped as an item when falling on any non solid block including slabs, rails, torches etc.
Sand, gravel, concrete powder, anvils, dragon eggs, and
anyother gravity affected block is destroyed and dropped as an item when falling on any non solid block including slabs, rails, torches etc.
Sand, gravel, concrete powder, anvils, dragon eggs, and other gravity affected block
isdestroyed and dropped as an item when falling on any non solid block including slabs, rails, torches etc.Sand, gravel, concrete powder, anvils, dragon eggs, and other gravity affected blocks are destroyed and dropped as an item when falling on any non solid block including slabs, rails, torches etc.
As you can see in the attached image, ice generated only along the chunk borders leaving weird gaps (it started to freeze as i approached). Is this just a weird fluke?
So I'm making a datapack but I didnt do anything to affect the snowy plains specifically so why would this be happening? It only happens sometimes though?
Edit: apparently its not even whole biomes at a time, as shown in the second image. Its chunks not generating snow?
So I'm making a datapack but I didnt do anything to affect the snowy plains specifically so why would this be happening? It only happens sometimes though?
Edit: apparently
itsnot even whole biomes at a time, as shown in the second image. Its chunks not generating snow?So I'm making a datapack but I didnt do anything to affect the snowy plains specifically so why would this be happening? It only happens sometimes though?
Edit: yea I found another snowy plains very close that DID have snow. Also its apparently not even whole biomes at a time, as shown in the second image. Its chunks not generating snow?
snowy plains chunks sometimes dont have snow
So I'm making a datapack but I didnt do anything to affect the snowy plains specifically so why would this be happening? It only happens sometimes though?
Edit: yea I found another snowy plains very close that DID have snow. Also its apparently not even whole biomes at a time, as shown in the second and third images. Its chunks not generating snow?
So I'm making a datapack but I didnt do anything to affect the snowy plains specifically so why would this be happening? It only happens sometimes though?
Edit: yea I found another snowy plains very close that DID have snow. Also its apparently not even whole biomes at a time, as shown in the second and third images. Its chunks not generating snow?
Maybe related to my previous report:
MC-259069Ice chunk borders - Jira (mojang.com)
There are noticably less hostile mobs than in 1.17 and before.
I think I've seen ONE creeper, one skeleton, maybe a few zombies, but that's about it.
Even underground in the large open caves, same thing, but especially on the surface.
In my previous issue,
MC-259286Hostile Mobs barely spawning, I was barely getting any mobs spawning at all, and the few that were seemed to either be drowneds in oceans or the the rest were concentrated in mineshafts. I decided to remove all world generation changes to see if that would fix the lack of mobs spawning.
It did not. Shown in the images below is the results of doing /effect give @e glowing both with and without the pack.
So the bug is that simple datapacks that only change recipes, loot tables, and run functions MASSIVELY decrease mob spawns?
The datapack is inside the zip file by the way
Title. I tried placing a painting and apparently lanterns are valid painting supporting blocks?
Apologies if this has already been reported. If it has, I couldn't find it
The vote 256 times (poisonous potato) is in a separate path than the vote once (firework) achievement, which unnecessary makes the adventure tab even taller
Which means even though it technically has a use animation, you dont need to hold it down at all? The sound is played instantly even if you immediately let go
~~What I expect: the goat horn to be held in the use position for a second or two while the sound plays
and also you can hold it in the use position indefinitely and it is not canceled at the end like food
~~What I expect: the use animation to actually end when done and not keep slowing the player
The F3 menu allows access to many hidden stats and other technical information such as exact light levels, entity counts, biome, and worst of all, EXACT WORLD COORDINATES which many casually and shamelessly use in normal survival playthroughs
. This menu contains information clearly intended for modders and datapack creators which would be fine, IF it were disabled by default and locked behind the cheat menu. which it is not.
Even if you disable cheats, the f3 menu must be manually disabled separately?
The F3 menu allows access to many hidden stats and other technical information such as exact light levels, entity counts, biome, and worst of all, EXACT WORLD COORDINATES which many casually and shamelessly use in normal survival playthroughs simply becuase they can. They then, rather than remembering where structures are, write down these coordinates often in real life to find them later, which should NEVER be a game mechanic.
This menu contains information clearly intended for modders and datapack creators which would be fine, IF it were disabled by default and locked behind the cheat menu. which it is not.
Even if you disable cheats, the f3 menu must be manually disabled separately?
The F3 menu allows access to many hidden stats and other technical information such as exact light levels, entity counts, biome, and worst of all, EXACT WORLD COORDINATES which many casually and shamelessly use in normal survival playthroughs simply becuase they can. They then, rather than remembering where structures are, write down these coordinates often in real life to find them later, which should NEVER be a game mechanic.
This menu contains information clearly intended for modders and datapack creators which would be fine, IF it were disabled by default and locked behind the cheat menu. which it is not.
Even if you disable cheats, the f3 menu must be manually disabled separately?
The F3 menu allows access to many hidden stats and other technical information such as exact light levels, entity counts, biome, and worst of all, EXACT WORLD COORDINATES which many casually and shamelessly use in normal survival playthroughs simply becuase they can. They then, rather than remembering where structures are, write down these coordinates often in real life to find them later, which should NEVER be a game mechanic.
This menu contains information clearly intended for modders and datapack creators which would be fine, IF it were disabled by default and locked behind the cheat menu. which it is not.
Even if you disable cheats, the f3 menu must be manually disabled separately?
Why on earth is this the case?
both posts and comments. Basically everything before a random unknown data. I logged in one day to find EVERYTHING gone?? This has been an issue for several months now. Please fix it
both posts and comments. Basically everything before a random unknown dat
a.I logged in one day to find EVERYTHING gone?? This has been an issue for several months now. Please fix itboth posts and comments. Basically everything before a random unknown date I logged in one day to find EVERYTHING gone?? This has been an issue for several months now. Please fix it
Placing a door or bed in water creates an air pocket instead of waterlogging them. How this issue is STILL not fixed after all the
re years is beyond me.Yes this is a bug
Placing a door or bed in water creates an air pocket instead of waterlogging them. How this issue is STILL not fixed after all these years is beyond me.
Yes this is a bug
The cosmetics for achievements I have completed are not unlocked?
Edit: Pictures are out of order but the one titled "completed" shows how I have the achievements unlocked, the picture titled "viewreward" is what I see when clicking on it, but when I got to view the item.... it is still locked as can be seen in the third
aceplante: [Mojang] Adrian Östergård mentioned that there are no expectations given for cave air, which appears to mean that we should not expect cave air to be used in any manner other than how it currently is used. (It's not considered a bug by the developers.)
@aceplante, to me it sounds like you are requesting the behavior which was originally considered a bug here. It appears there can either be the current behavior of omitting items if there is no free space, or overwriting existing ones, but not both.
You can create a new bug report (please refer to this one then), but most likely the Mojang developers will close it as "Works as Intended" or similar.
Yes this is the same in MC-253417
I have since updated because I do not believe that it will be changed in time. I am also not willing to wait for more years. It is a pity that the Ancient Citys (or Mineshaft) are not generated under existing chunks. It's also strange that they set your ticket to Won't Fix without any reason.
@aceplante, if you can still reproduce this in the latest release or snapshot please search for existing open reports, and in case you don't find any create a new report (and refer to this one here).
aceplante 1.17 is no longer supported.
aceplante In which MCJE version did this occur for you?
Are you in Vanilla?










































Well, I thought I might need to go into the code and delete the helmet, since i cant respawn. And how do I do that>?
So how do I get slow fall/negative levitation?
1.14 sucks. Its too much like a mod now, with all the tables and whatever. 1.13 was ok, because oceans WERE pretty empty...
Ok, I'll word it this way. What value of levitation will cause mobs to fall slowly. Anything between 250 and the max value of 255 works for the player, but what value will do this to mobs?
So what you're saying is NO value of levitation will cause slow falling for a mob?
Work station?
Still doesnt work.
Still doesnt work. Why is this marked as resolved.
Nope, I was on peaceful XD
Im having the same issue!
please fix this mojang.
Sorry I didnt respond I just made a new map and sort of forgot about this. What do you mean by Lock? I dont think I did anything.
Okay so datapacks arent working on 1.17 at all?? I wasnt sure if it was because it was still in packformat 6, so I changed it to 7. Both times it said "Data Pack validation failed"?
Um, Sure but that doesnt make it resolved.TestDatapack.zip
Yea but maybe it has something to do with a compatibility issue from 1.16 to 1.17? (as in, its a world Ive been playing for a while, and since the update I have not found any wither skeletons).
So I went to the fortress and made a backup, so you dont need to find it. But yea, Im not getting any wither skeletons still. Also it exceeds the "file size limit" so how do i share?
Wait what? No that's the point. Im trying to overwrite and remove the recipes with blank files. It worked fine until the 1.17 update. Did something change?
And what do you mean by lowercase? Like do you mean the main folders? What needs to be lowercase and isnt?
And what recipes use air? I dont remember ever using minecraft:air in any of the recipes. Even if I did, wouldn't the recipe just not work? why would it make the entire pack not work??
https://paste.ubuntu.com/p/Q9gFDKz3dh/
It seems like most of the errors are related to an extra recipes folder I left in. Ill remove that and try again.
Okay bad news it still failed even after removing that. Actually Ill link the new error: https://paste.ubuntu.com/p/whPwZ3NYSp/
This should work, again I have placed myself right in the affected nether fortress. https://drive.google.com/file/d/1C7gBgVhZU_4BLM6gqLDMg7sZxPywHFpD/view?usp=sharing
If it doesnt work please let me know. Are there any other reasons it wouldnt be spawning them? Like does the game not think its a nether fortress anymore?
Yes, that is the case. I do not play on snapshots for that very reason. I went from 1.16 to 1.17. Did something change?
So ive flown back and forth a few times and just got one, over on the right near the blaze spawner. Was this by chance where you found some too? The entity counter said like 40/100 so is that too high?
Im having the same issue where datapacks dont work at all in 1.17.
So I decided to slab off the area and immediately im seeing an improvement in the spawn rates (from none to some!) but im also noticing wither skeletons will sometimes spawn next to the fortress, on the netherrack/slabs
No, im saying datapacks dont work at all in 1.17, and it worked fine in 1.16. Did something change? Also, what errors are you referring to?
I seem to have attached a slightly older version of the datapack, after seeing those errors I have removed the folder Addwoodaxe1, so the first list should be gone. Other than that, im confused why im getting the rest of the errors. They all seem to be linked to blank files, which I used intentionally to make certain items not craftable.
Again it worked fine in 1.16.5, why does it always fail to validate now?
Edit, it seems to be caused by the world generation file. I apparently now need to specify world height in 1.17, where I've never needed to before. That makes sense and is and easy change!
Thanks anyways
So ive fixed a few things like the worldgen i mentioned, but now im still getting the message: No key Properties in MapLike[\{"Name":"minecraft:basalt"}]. where is that and how do I fix it? Below is the larger section:
Caused by: com.google.gson.JsonParseException: Error loading registry data: No key Properties in MapLike[\{"Name":"minecraft:basalt"}]Caused by: com.google.gson.JsonParseException: Error loading registry data: No key Properties in MapLike[\{"Name":"minecraft:basalt"}] at gx.a(SourceFile:221) ~[1.17.jar:?] at java.util.Optional.ifPresent(Optional.java:178) ~[?:?] at gx.a(SourceFile:221) ~[1.17.jar:?] at gx.a(SourceFile:212) ~[1.17.jar:?] at wt.a(SourceFile:57) ~[1.17.jar:?] at wt.a(SourceFile:51) ~[1.17.jar:?] at eei.a(SourceFile:319) ~[1.17.jar:?] at eed.a(SourceFile:459) ~[1.17.jar:?] at java.util.concurrent.CompletableFuture$UniAccept.tryFire(CompletableFuture.java:714) ~[?:?] ... 8 more
Im also getting: a ton of "Not a JSON object"?
So whenever you guys get back to this, Ive fixed a few things, such as apparently one of the main issues was that I now need to specify world height and min_y. If the datapack is being converted from 1.16 is that not the first thing you would think of? Anyways I fixed that and the new error im still getting is that Basalt is "Not a JSON object"?
Im still getting the message that basalt (and many other things) are "Not a JSON object"? So why was this marked as "resolved"?
Um sure? anyways it works now even in 1.17, if I dont use custom biomes for the nether. Is this a known bug?
It works fine if I dont use custom biomes in the nether? is this a known bug?
Soo...?
[^DPfinal1.16 copy.zip]
For some reason, the recipe files in "recipes" in "minecraft" dont work.
So I also decided to try a much simpler version with ONLY those recipes to test it, and it still didnt work when I had only those specific files. The most likely answer is that I just typed the names wrong. Is this the case?
Thank you very much! I'll try those later today and I'm sure they'll work! I sort of gave up on that a while ago and posted it as is, so I haven't checked in a while but thanks again. That was bothering me that it was the one thing I couldnt fix.
Did a real person even read the message? I'm 99.9% sure nothing changed. This splash text has apparently been in the game a while and there is no reason it would have changed. My question is how to I remove this message?
It is a bug because it appears even if I replace the splash text file to make my own custom texture pack. I put in only certain messages because I want it to choose from those, and no it pops up with ACEPLANTE IS YOU
I don't have any but it just happens. Do you know if creepers get angry at skeletons (if a skeleton accidentally hits them with an arrow?) because that would explain it perfectly: They get hit and only explode "on their own" when i run away and out of range, so they go back and target the skeleton.
I have experienced this many times where creepers will explode on their own. Why TF would an obvious bug like this be "Intended"? Creepers should only explode at the player, because any other mob may happen naturally which is literally world griefing that the player didn't even cause?? To quote the guy two comments above this one,
"Bad things happen, and it's usually the player's fault". "One practical example is how iron golems ignore creepers, because otherwise the creeper would explode and destroy buildings without player interaction", Which is exactly what's happening here, just with an extra step."
Its a bug because that format doesnt work.
Also it just said unlocked 1058 recipes, didnt show any of them.
Edit, I found it I think
Second edit, nether quartz recipes do not seem to be showing up at all. Ive typed in quartz, and smelting etc, cant find it.
That was in a vanilla world to see what recipe I need to change. Quartz from smelting did not show up.
Oh, i was about to say I'm referring to crafting, but that recipe is the only recipe that produces it, since the only other way is a loot table.
I this this is solved and can be closed
Yea thats clearly just reduced debug info, and youre literally hacking.
This is 100% going to get closed since its due to an unsupported version.
Duh, youre not supposed to be able to. Thats not a bug
How do i change that
How is it a duplicate? Im reporting a bug that it doesnt work, not asking for a feature.
How do i add the stone tag then?
I dont think so. Does it have something to do with the new launcher? It seems to be working now but didn't until i finally downloaded it.
Works^
Sure? but this can be easily recreated by going on the nether roof, placing blocks and making a map
Maybe for the skull, but my player skin is the real issues since it didnt work at all until I got the new launcher.
So It does seem to work, but the issue is the dragon doesnt spawn :/
Can confirm in 1.17.
affects 1.17
"works as intended" or too lazy to fix?
affects 1.17
I have to type in a code EVERY TIME?
affects 1.17 and happens with glass too
I couldnt find any existing bug reports related to kelp, so im pretty sure this hasnt been fixed
I think it had something to do with the fact I added separate attributes for offhand and mainhand, and did not use the "any" slot.
This happened to me and it was surrounded by grass/other path blocks, not air
done
Seriously? Just becuase I play ONE update ago does not immediately make this invalid, unless it was fixed in 1.18, which it has not.
affects 1.17 Please fix mojang
((((
Edit, in my case there was no "adjacent rail/minecart". A chest minecart running along a single wide rail track literally just got stuck on a turn for no reason
Hello? If this does not get a response ill have to submit a new one.
Im not falling for that again. Last time I did that, the report was closed just because I play on 1.17, and I have not gotten a response since. The screenshot above shows it happening; Both carts were on rails but when I broke the right rail it aligned itself with me
Why is this "works as intended"? Im trying to make a datapack where you can silk touch spawners and this completely breaks everything. So how do I place a spawner in survival without it reverting to a pig spawner?
Sure, just did
I think reduceddebuginfo should be off/true by default, but you can STILL do this even with it disabled!
Thanks, it works now
Wait why is this resolved? It is still in the game.
Um sure, or I'll upload the loot table specifically. It can also be easily recreated by adding an exploration map to any other loot table in the game, then naming it piglin_bartering. This is what I am using
So what more should i do?
What else do you need?
How do I manually remove the recipes then?
How do i fix this?
Yes ofc. But it mightve been a fluke or due to lag. It seems to work now
sure?
Found validation problem in {minecraft:gameplay/piglin_bartering}.pools[0].entries[3].functions[0]: Parameters [<parameter minecraft:origin>] are not provided in this context
Found validation problem in {minecraft:gameplay/piglin_bartering}.pools[0].entries[4].functions[0]: Parameters [<parameter minecraft:origin>] are not provided in this context
Im assuming 3 and 4 are the two maps
I dont know ill try it, but that exact same block of code works as expected in every other type of loot table, except for piglin trades.
Edit, that didnt work either
affects 1.17
Youre right, its a bug they refuse to fix for some reason
I assume the chance of this happening is very low, but it should be easy enough to check if sugarcane is placed after witch huts. I think I was on a single biome world at the time but that shouldnt matter,
I do not have the world anymore, so do what you want I guess. I just wanted to let you know this happens.
Doors are still unable to be waterlogged
affects 1.17
Why would you remove this though, the new way is much laggier,
Is sugar cane placed after witch huts?
All of my posts are gone?
Every single one ever?
Theyre still gone?
Help, why is this resolved?
Who do i message, all of my support requests have been ignored
How do I get all my posts back?
FIX THIS PLEASE MOJANG, why is INVINCIBILITY an "Intended feature"!??
You may have accidentally muted them: press p to open the "communication" menu I think it's called?
Solution, remove the ability to place all those things on slime so you all dont get confused.
Also please make it so wardens only spawn if the ground is at least two blocks thick, and also only in non transparent blocks.
Whats the issue?
Ring a bell
um yea? you used commands, so that makes sense. What is the bug?
Not a bug. Its a separate block. Its not meant to line up
Thats just the way strongholds and mineshafts work, but thats definitely an issue with villages
NO MOB SHOULD EVER BE INVINICIBLE
Why is the resolved?
Then who do I contact? I have gone to the feedback website and clicked contact us, and sent a support request... SEVERAL TIMES, and have yet to receive a response.
How do i fix this? Its an issue becuase other items are being overwritten
But its terrible design. No mob should ever be invincible
minecraft:ancient_city, yes. thats what it is
Im working on a datapack and I guess the issue is becuase the items are being spread, other items are failing to be added if there's no room left. Basically, this bug but backwards. If you have the torches placed first, they spread so there's not enough room for everything else/.
I found another solution but that^ did not work
Still happens in 1.17
Should I post a new bug report?
Didnt do anything
Why is this resolved
Read the update. This is not a duplicate
Deleting the last vibration data didnt work, as it just defaults to 0
So wait then what is the proper path/command to make a villager angry at all players?
Its not there. It's not anywhere. Trust me Ive looked.
I saw that, doesnt really help. Anyways I kind of figured it out myself: minecraft java edition minecraft commands - Proper path to modify villager anger? - Arqade (stackexchange.com)
Why is that needed? The issue is that debris does not generate in the overworld even if you add stone to the base_stone_nether tag. Shouldnt that work?
Okay so simple question would be is ancient debris able to replace overworld stone as long as it has the tag?
I added it to the ores section of the worldgen features: diamond, gold, other ores, and debris. I get the other ores and not debris.
You can still break/blow it up by hand for all the xp you could ever need.
This is not a duplicate. The bug is that there are no recipes to alter or remove. How am I supposed to remove it if there's no recipes?
Read previous comment
I cannot find them anywhere. Is it possible to edit/replace them?
/recipe give Aceplante crafting_special_repairitem
does not work. Besides, what would the structure look like inside the recipe file?
Is it possible to replace them with blank files so they fail to load and you cannot combine items?
If you could tell me what to call the file to do that it would be much appreciated, but if not id prefer to know if thats even possible before I spend countless hours. Again, I cannot seem to find this information existing anywhere on the internet currently.
Also, the side is just a lazy reuse of the front texture which looks terrible as it is not symmetrical.
Why is this wont fix? Lava inflicts fire damage, so why doesnt this freeze?
Please fix this mojang. Why is this "wont fix"?
Yea, and I went back to them and the chunks were fine. Like I said in the description it seems like the chunks reset somehow?
Any help would be much appreciated since I cannot seem to find an answer anywhere. What should I call the file to successfully replace them?
Thats just an example pack... The main pack ive been working on has one which I guess I forgot to copy over and it still doesnt generate
There was no reason. Those posts have been up for months and suddenly all got purged at once.
Um There I added one
I dont see how that would help, Like I said the chunks seem to have just reset. Plus There would be no point now as the chunks are already regenerated in 1.17. You can probably close this but I was just curious if this could this be explained by an existing bug?
You can close this. Like I said, the chunks reset but the entities didn't
So?
Um, quartz is easier to get, so thats why it takes two blocks. This isnt a bug.
Yea, becuase it makes sense. This isnt a bug
No it was originally for 1.17 since theres not really anything new in 1.18 and im not going to 1.19 until they fix that bug where ancient cities dont generate in old chunks, except I guess I have to deal with it since I'm never going to any version after 1.19.1. But it should be the same. The point is it doesnt generate and should.
Can confirm in 1.17
When is this going to get fixed
I'm not updating until it is...
Is it possible to disable tool combining outside of the grindstone with a datapack file? I still havent found anything
and the name/location of what this file should be would be much appreciated
I dont understand... Does it really crash if the features are not in some arbitrary order?
Um, im not going to ever be playing on any version after 1.19 due to the addition of chat reporting. But also, Seriously? How does playing on 1.19 invalidate this report? can you at least tell me why its happening? Is it really due to the order of the placed features?
So can you at least tell me why it happened? do they really need to be in a specific order?
My posts are still down
yes? i dont think there was any changes regarding this. Besides, im never playing any version past 1.19 due to the addition of chat reporting.
It seems to work as intended as long as I put the feature I want double of in a separate step.
This is definitely a texture pack bug
Someone from support please message me
Can confirm in 1.19.2
Can confirm in 1.19.2
I have done both. Changing the sea level affects most of the lava around the dimension, but then it doesn't fill up to that level in the caves. There is something in the nether cave carver called
"lava_level":
{ "above_bottom": 80 }Should this not fill up to ymin+80? that is not the case. It seems to be hardcoded at 32 and ignores this value
Yep, it definitely ignores it. Added a reference pic. The one to the right is the sea level, and you can see on the left it stays hardcoded at 32 above ymin
For me it fixed itself later, but still.. why does this happen
Not sure how to do that, would a screenshot work?
Edit: Attached
The attached screenshot shows the standard deviation. Is that random enough to be considered a bug?
May I ask if this is even possible to do?
Is it possible to make the player unable to combine tools in vanilla (without mods) using datapacks by either replacing a file with a blank one or changing a property from true to false?
Update, Someone else finally helped and it is at minecraft/recipes/repair_item.json
MC-258599crafting_special_repairitem not able to be disabled - Jira (mojang.com)Thank you so much for actually being helpful!
Can confirm in 1.17
Axis does not seem to matter
Did you perhaps have a texture pack enabled that was made for a later version?
Is there a property that allows you to do that? Like instead of "cube_all" or "cube_bottom_top" etc?
Yea but there has to be a more graceful solution than having it turn into an item instantly.
Then i guess i dont understand how those sides are considered "covered"?
I guess I understand why this is the case, but it definitely feels like a bug
I mean on the surface like at night, there is rarely ever any mobs. I have only done one world since 1.18, but it likely happens on any world as well. I couldn't find any existing reports so maybe it could just be me?
Why not give glass the same functionality as stained glass?
1.19 Seed: -3919568597153920698
Immediately at spawn
It seems to happen in all test words I create. By giving the glowing effect to @e, it seems most of the mobs are spread out underground. I guess the caves are so big that even when the mobs are extremely spread out the mob cap is still filled?
Potentially the cause of MC-257201 Nether caves not filling to sea level - Jira (mojang.com) too?
Update, so I tried this in a vanilla world and it does not seem to be an issue there. I normally play with a datapack so it must be an issue with that.
Edit this apparently does work in both 1.17 and 1.19, its just so rare i never found any even with spectator mode and x ray
Im in the process of doing more testing. thanks
can confirm in 1.17
Update, it seems to be caused by one particular custom achievement/recipe? I see no reason why that should affect spawns, but when removed seems to increase them.
Added "megapack copy", which is the recipe/achievement isolated, and it does seem to decrease spawns some, but it is far worse when used with the rest of my pack. The only mobs that seem to be spawning are squids and ones in mineshafts
It doesnt even contain any extra nbt data, so Luckily this seems to be solved by throwing the items on the ground, then they can both be picked up and stacked as normal
Do they not have blockstates for each note? I assume the issue lies in the fact there is more than 15?
Its a storage block, so of course its not flammable
This happens in vanilla too
[MC-243413] Inverted and Empty Woodland Explorer Maps - Jira (mojang.com)
Probably related to [MC-243413] Inverted and Empty Woodland Explorer Maps - Jira (mojang.com)
Um, in case no one has pieced it together yet, this seems to happen when a structure generates along the edge of an explorer map.
Added new screenshot. I dont understand why, there is nothing about mineshafts or mobs
I got over 540,000 of these warnings over the course of a few hours. Seems to be caused by charged creepers in oak boats?
No doenst seem like it, but I am now getting bookshelves for 2 and I dont know why.
The reason I didnt is because I am currently on a modded instance. But none of them affect villager trades. Regardless I knew you would close this as "invalid your game is modded". I guess ill see if it happens on vanilla too
Edit, it seems to have gone down anyways? but not from curing
So its "intended" that they glitch through the block and fly out the complete opposite side?
I know right? If you're not going to accept new feedback, and ever worse: DELETE WHAT WE ALREADY POSTED, then what's the point of having the feedback site? I have a bunch of small QOL tweaks that would be perfect for the game and tried posting them on the site, but found most of them disappearing without a trace after a few days of being pending. Surely this is a bug, or if not at least send an automated email as to WHY our ideas are being deleted without a trace. Something as simple as "we deemed your post too similar to an existing idea" (WITH A LINK) would prevent a lot of angry users. Ironically, I posted this idea and it too was deleted
I dont think I was below y0 at the time, so no?