Anghelos92
- Anghelos92
- JIRAUSER752132
- Europe/Stockholm
- Yes
- No
I made a mod for bedrock which has an entity that, among other things, triggers raids on interaction with a block of gold.
The entirety of the mod works as intended, except for the raid triggering part.
This entity can exist only if within a village, upon interaction with a block of gold a raid is triggered successfully as intended.
The problem is that when the raid finishes, a second raid is triggered. The second raid is also triggered if the first village is left and a second village is entered.
This problem triggers only a second raid, so the bad omen effect finally vanishes after the second raid.
Must also be noted that after the first, intended, raid is triggered, there is no bad omen effect icon in the top right corner of the screen, nor the second raid can be avoided drinking milk.
Following is the code i use for triggering the raid with that entity:
[...]
"minecraft:interact": {
{ "particle_type": "bleach", "particle_offset_towards_interactor": true }
"interactions": [
{
"use_item": true,
"interact_text": "Battle",
"particle_on_start":,
{ "test": "has_equipment", "subject": "other", "operator": "==", "value": "minecraft:gold_block" }
"on_interact": {
"filters": {
"all_of": [
,
{ "test": "is_family", "subject": "other", "value": "player" }
]
},
"event": "minecraft:gain_bad_omen",
"target": "other"
}
}
]
},[...]
Attached is the mod, the entity in question is named "Controllore del villaggio" ("villageguard.guard.json" in the files) and can only be tested if placed within a village.
Hope a solution is found, it sucks to have two consecutive raids every time.
Best regards.
I made a mod for bedrock which has an entity that, among other things, triggers raids on interaction with a block of gold.
The entirety of the mod works as intended, except for the raid triggering part.
This entity can exist only if within a village, upon interaction with a block of gold a raid is triggered successfully as intended.
The problem is that when the raid finishes, a second raid is triggered. The second raid is also triggered if the first village is left and a second village is entered.
This problem triggers only a second raid, so the bad omen effect finally vanishes after the second raid.
Must also be noted that after the first, intended, raid is triggered, there is no bad omen effect icon in the top right corner of the screen, nor the second raid can be avoided drinking milk.
Following is the code i use for triggering the raid with that entity:
[...] "minecraft:interact": { "interactions": [ { "use_item": true, "interact_text": "Battle", "cooldown": 10, "particle_on_start": { "particle_type": "bleach", "particle_offset_towards_interactor": true }, "on_interact": { "filters": { "all_of": [ { "test": "has_equipment", "subject": "other", "operator": "==", "value": "minecraft:gold_block" }, { "test": "is_family", "subject": "other", "value": "player" } ] }, "event": "minecraft:gain_bad_omen", "target": "other" } } ] }, [...]
Attached is the mod, the entity in question is named "Controllore del villaggio" ("villageguard.guard.json" in the files) and can only be tested if placed within a village.
Hope a solution is found, it sucks to have two consecutive raids every time.
Best regards.
I made a mod for bedrock which has an entity that, among other things, triggers raids on interaction with a block of gold.
The entirety of the mod works as intended, except for the raid triggering part.
Th
is entity can exist only if within a village, upon interaction with a block of gold araid is triggeredsuccessfully as intended.Th
eproblemis that when the raid finishes, a second raid is triggered. The second raid is also triggered if the first village is left and a second village is entered.
This problem triggers only a second raid, so the bad omen effect finally vanishes after the second raid.Must also be noted that after the first, intended, raid is triggered, there is no bad omen effect icon in the top right corner of the screen, nor the second raid can be avoided drinking milk.
Following is the code i use for triggering the raid with that entity:
[...] "minecraft:interact": { "interactions": [ { "use_item": true, "interact_text": "Battle", "cooldown": 10, "particle_on_start": { "particle_type": "bleach", "particle_offset_towards_interactor": true }, "on_interact": { "filters": { "all_of": [ { "test": "has_equipment", "subject": "other", "operator": "==", "value": "minecraft:gold_block" }, { "test": "is_family", "subject": "other", "value": "player" } ] }, "event": "minecraft:gain_bad_omen", "target": "other" } } ] }, [...]
Attached is the mod, the entity in question is named "
Controllore del villaggio" ("villageguard.guard.json" in the files) and can only be tested if placed within a village.Hope a solution is found, it sucks to have two consecutive raids every time.
Best regards.
I made a mod for bedrock which has an entity that, among other things, triggers raids on interaction with a block of gold if within a village.
The entirety of the mod works as intended, except for the raid triggering part.
The problem is that when the raid finishes, a second raid is triggered. The second raid is also triggered if the first village is left and a second village is entered.
This problem triggers only a second raid, so the bad omen effect finally vanishes after the second raid.
Must also be noted that after the first, intended, raid is triggered, there is no bad omen effect icon in the top right corner of the screen, nor the second raid can be avoided drinking milk.
I think the bug must be in the "event": "minecraft:gain_bad_omen" when triggered outside the normal killing of pillager captain, because otherwise the bad omen effect seems working just fine.
Following is the code i use for triggering the raid with that entity:
[...] "minecraft:interact": { "interactions": [ { "use_item": true, "interact_text": "Battle", "cooldown": 10, "particle_on_start": { "particle_type": "bleach", "particle_offset_towards_interactor": true }, "on_interact": { "filters": { "all_of": [ { "test": "has_equipment", "subject": "other", "operator": "==", "value": "minecraft:gold_block" }, { "test": "is_family", "subject": "other", "value": "player" } ] }, "event": "minecraft:gain_bad_omen", "target": "other" } } ] }, [...]
Attached is the mod, the entity in question is named "Village controller" ("villageguard.guard.json" in the files) and can only be tested if placed within a village.
Hope a solution is found, it sucks to have two consecutive raids every time.
Best regards.
I made a mod for bedrock which has an entity that, among other things, triggers raids on interaction
witha block of gold if within a village.The entirety of the mod works as intended, except for the raid triggering part.
The problem is that when the raid finishes, a second raid is triggered. The second raid is also triggered if the first village is left and a second village is entered.
This
problemtriggers only a second raid, so the bad omen effect finally vanishes after the second raid.Must also be noted that after the first, intended, raid is triggered, there is no bad omen effect icon in the top right corner of the screen, nor the second raid can be avoided drinking milk.
I think the bug must be in the "event": "minecraft:gain_bad_omen" when triggered outside the normal killing of pillager captain, because otherwise the bad omen effect seems working just fine.
Following is the code
iuse for triggering the raid with that entity:[...] "minecraft:interact": { "interactions": [ { "use_item": true, "interact_text": "Battle", "cooldown": 10, "particle_on_start": { "particle_type": "bleach", "particle_offset_towards_interactor": true }, "on_interact": { "filters": { "all_of": [ { "test": "has_equipment", "subject": "other", "operator": "==", "value": "minecraft:gold_block" }, { "test": "is_family", "subject": "other", "value": "player" } ] }, "event": "minecraft:gain_bad_omen", "target": "other" } } ] }, [...]
Attached is the mod, the entity in question is named "Village controller" ("villageguard.guard.json" in the files) and can only be tested if placed within a village.
Hope a solution is found, it sucks to have two consecutive raids every time.
Best regards.
I made a mod for bedrock which has an entity that, among other things, triggers raids on interaction using a block of gold, if within a village.
The entirety of the mod works as intended, except for the raid triggering part.
The problem is that, when the raid finishes, a second raid is triggered. The second raid is also triggered if the first village is left and a second village is entered.
This bug triggers only a second raid, so the bad omen effect finally vanishes after the second raid.
Must also be noted that after the first, intended, raid is triggered, there is no bad omen effect icon in the top right corner of the screen, nor the second raid can be avoided drinking milk.
I think the bug must be in the "event": "minecraft:gain_bad_omen" when triggered outside the normal killing of pillager captains, because otherwise the bad omen effect seems working just fine.
Following is the code I use for triggering the raid with that entity:
[...] "minecraft:interact": { "interactions": [ { "use_item": true, "interact_text": "Battle", "cooldown": 10, "particle_on_start": { "particle_type": "bleach", "particle_offset_towards_interactor": true }, "on_interact": { "filters": { "all_of": [ { "test": "has_equipment", "subject": "other", "operator": "==", "value": "minecraft:gold_block" }, { "test": "is_family", "subject": "other", "value": "player" } ] }, "event": "minecraft:gain_bad_omen", "target": "other" } } ] }, [...]
Attached is the mod, the entity in question is named "Village controller" ("villageguard.guard.json" in the files) and can only be tested if placed within a village.
Hope a solution is found, it sucks to have two consecutive raids every time.
Best regards.
After the first of the 1.19.7x updates and also on the latest 1.19.73 it's impossible to place any blocks on the sides of a block with a GUI sneaking.
Before the 1.19.7x it was possible to place a torch on top of a crafting table
of the torch was placed sneaking.
Now when you try to place something sneaking on a crafting table, a chest, an hopper etc the block is placed, the GUI opens and the block placed disappears.
I tried with an android version and the block can be placed without disappearing but the GUI opens nonetheless while sneaking.
After the first of the 1.19.7x updates and also on the latest 1.19.73 it's impossible to place any blocks on the sides of a block with a GUI sneaking.
Before the 1.19.7x it was possible to place a torch on top of a crafting table while sneaking, without opening the crafting table UI.
Now when you try to place something sneaking on a crafting table, a chest, an hopper etc in sequence the block is placed, the GUI opens and the block placed disappears.
I tried with an android version and the block can be placed without disappearing but the GUI opens nonetheless while sneaking making the whole process of placing for example rails on top of hoppers very tedious.
Cannot sneak placeitems on blocks with GUI anymore.Cannot sneak place blocks on blocks with GUI anymore.
Since version 1.19.80 it is stated in the changelog that logs and wooden fences have now their unique IDs, so for example birch log is now "birch_log" instead of "log:2", the same is for fences.
Using this new ID system to make custom recipes doesn't work, instead the old IDs still work, so for example the following works:
{ "format_version": "1.12", "minecraft:recipe_shapeless": { "description": { "identifier": "Oak_to_birch" }, "tags": [ "stonecutter" ], "priority": 0, "ingredients": [ { "item": "minecraft:log:0" } ], "result": { "item": "minecraft:log:2", "count": 1 } } }and this doesn't:
{ "format_version": "1.12", "minecraft:recipe_shapeless": { "description": { "identifier": "Oak_to_birch" }, "tags": [ "stonecutter" ], "priority": 0, "ingredients": [ { "item": "minecraft:oak_log" } ], "result": { "item": "minecraft:birch_log", "count": 1 } } }Also, I made a mod with a custom entity that can break blocks when moving, like a bigger version of the ravager. The component is stated as follow:
[...] "minecraft:break_blocks": { "breakable_blocks": [ "leaves", "leaves2", "vine", "azalea", "flowering_azalea", "azalea_leaves", "azalea_leaves_flowered", "cave_vines", "cave_vines_body_with_berries", "cave_vines_head_with_berries", "hanging_roots", "mangrove_leaves", "cherry_leaves", "fence_gate", "spruce_fence_gate", "birch_fence_gate", "jungle_fence_gate", "acacia_fence_gate", "dark_oak_fence_gate", "mangrove_fence_gate", "bamboo_fence_gate", "cherry_fence_gate", "crimson_fence_gate", "warped_fence_gate", "fence", "oak_fence", "spruce_fence", "birch_fence", "jungle_fence", "acacia_fence", "dark_oak_fence", "cherry_fence", "mangrove_fence", "bamboo_fence", "nether_brick_fence", "crimson_fence", "warped_fence", "log", "log2", "minecraft:oak_log", "minecraft:birch_log", "minecraft:acacia_log", "minecraft:dark_oak_log", "minecraft:jungle_log", "minecraft:spruce_log", "minecraft:cherry_log", "mangrove_log", "stone" ] } [...]This entity is capable of breaking all stone variants, so regular stone, diorite, granite and andesite...even if it stated only "stone" and not also "stone:1", "stone:2" etc... but it is not capable of breaking all logs even if it is stated the old ID system and the new ID system.
Even using only or the old or the new system it only works using the old ID system and only for acacia and oak so it registers only "log:0" and "log2:0" and not the variants like it does for the stone.
The same problem is for the wooden fences variants that are under the ID "fence", the new ID system for the wooden fences doesn't work so "birch_fence" is not recognised as a block that can be broken.
Edit: attached is the behaviour pack, to test it enclose a ravager inside oak fences, it will destroy them, instead enclosing it inside birch fences will not work. This will also happen enclosing it inside oak logs (that will be broken) and birch logs, speuce woods etc that will not be broken)
You can also test it if you make an iron golem and u give it a coal and you can ride it it will break all blocks (almost) except for
Since version 1.19.80 it is stated in the changelog that logs and wooden fences have now their unique IDs, so for example birch log is now "birch_log" instead of "log:2", the same is for fences.
Using this new ID system to make custom recipes doesn't work, instead the old IDs still work, so for example the following works:
{ "format_version": "1.12", "minecraft:recipe_shapeless": { "description": { "identifier": "Oak_to_birch" }, "tags": [ "stonecutter" ], "priority": 0, "ingredients": [ { "item": "minecraft:log:0" } ], "result": { "item": "minecraft:log:2", "count": 1 } } }and this doesn't:
{ "format_version": "1.12", "minecraft:recipe_shapeless": { "description": { "identifier": "Oak_to_birch" }, "tags": [ "stonecutter" ], "priority": 0, "ingredients": [ { "item": "minecraft:oak_log" } ], "result": { "item": "minecraft:birch_log", "count": 1 } } }Also, I made a mod with a custom entity that can break blocks when moving, like a bigger version of the ravager. The component is stated as follow:
[...] "minecraft:break_blocks": { "breakable_blocks": [ "leaves", "leaves2", "vine", "azalea", "flowering_azalea", "azalea_leaves", "azalea_leaves_flowered", "cave_vines", "cave_vines_body_with_berries", "cave_vines_head_with_berries", "hanging_roots", "mangrove_leaves", "cherry_leaves", "fence_gate", "spruce_fence_gate", "birch_fence_gate", "jungle_fence_gate", "acacia_fence_gate", "dark_oak_fence_gate", "mangrove_fence_gate", "bamboo_fence_gate", "cherry_fence_gate", "crimson_fence_gate", "warped_fence_gate", "fence", "oak_fence", "spruce_fence", "birch_fence", "jungle_fence", "acacia_fence", "dark_oak_fence", "cherry_fence", "mangrove_fence", "bamboo_fence", "nether_brick_fence", "crimson_fence", "warped_fence", "log", "log2", "minecraft:oak_log", "minecraft:birch_log", "minecraft:acacia_log", "minecraft:dark_oak_log", "minecraft:jungle_log", "minecraft:spruce_log", "minecraft:cherry_log", "mangrove_log", "stone" ] } [...]This entity is capable of breaking all stone variants, so regular stone, diorite, granite and andesite...even if it stated only "stone" and not also "stone:1", "stone:2" etc... but it is not capable of breaking all logs even if it is stated the old ID system and the new ID system.
Even using only or the old or the new system it only works using the old ID system and only for acacia and oak so it registers only "log:0" and "log2:0" and not the variants like it does for the stone.
The same problem is for the wooden fences variants that are under the ID "fence", the new ID system for the wooden fences doesn't work so "birch_fence" is not recognised as a block that can be broken.
Edit: attached is the behaviour pack, to test it enclose a ravager inside oak fences, it will destroy them, instead enclosing it inside birch fences will not work. This will also happen enclosing it inside oak logs (that will be broken) and birch logs, speuce woods etc that will not be broken)
You can also test it if you make an iron golem and u give it a coal and you can ride it it will break all blocks (almost) except for
Since version 1.19.80 it is stated in the changelog that logs and wooden fences have now their unique IDs, so for example birch log is now "birch_log" instead of "log:2", the same is for fences.
Using this new ID system to make custom recipes doesn't work, instead the old IDs still work, so for example the following works:
{ "format_version": "1.12", "minecraft:recipe_shapeless": { "description": { "identifier": "Oak_to_birch" }, "tags": [ "stonecutter" ], "priority": 0, "ingredients": [ { "item": "minecraft:log:0" } ], "result": { "item": "minecraft:log:2", "count": 1 } } }and this doesn't:
{ "format_version": "1.12", "minecraft:recipe_shapeless": { "description": { "identifier": "Oak_to_birch" }, "tags": [ "stonecutter" ], "priority": 0, "ingredients": [ { "item": "minecraft:oak_log" } ], "result": { "item": "minecraft:birch_log", "count": 1 } } }Also, I made a mod with a custom entity that can break blocks when moving, like a bigger version of the ravager. The component is stated as follow:
[...] "minecraft:break_blocks": { "breakable_blocks": [ "leaves", "leaves2", "vine", "azalea", "flowering_azalea", "azalea_leaves", "azalea_leaves_flowered", "cave_vines", "cave_vines_body_with_berries", "cave_vines_head_with_berries", "hanging_roots", "mangrove_leaves", "cherry_leaves", "fence_gate", "spruce_fence_gate", "birch_fence_gate", "jungle_fence_gate", "acacia_fence_gate", "dark_oak_fence_gate", "mangrove_fence_gate", "bamboo_fence_gate", "cherry_fence_gate", "crimson_fence_gate", "warped_fence_gate", "fence", "oak_fence", "spruce_fence", "birch_fence", "jungle_fence", "acacia_fence", "dark_oak_fence", "cherry_fence", "mangrove_fence", "bamboo_fence", "nether_brick_fence", "crimson_fence", "warped_fence", "log", "log2", "minecraft:oak_log", "minecraft:birch_log", "minecraft:acacia_log", "minecraft:dark_oak_log", "minecraft:jungle_log", "minecraft:spruce_log", "minecraft:cherry_log", "mangrove_log", "stone" ] } [...]This entity is capable of breaking all stone variants, so regular stone, diorite, granite and andesite...even if it stated only "stone" and not also "stone:1", "stone:2" etc... but it is not capable of breaking all logs even if it is stated the old ID system and the new ID system.
Even using only or the old or the new system it only works using the old ID system and only for acacia and oak so it registers only "log:0" and "log2:0" and not the variants like it does for the stone.
The same problem is for the wooden fences variants that are under the ID "fence", the new ID system for the wooden fences doesn't work so "birch_fence" is not recognised as a block that can be broken.
Edit: attached is the behaviour pack, to test it enclose a ravager inside oak fences, it will destroy them, instead enclosing it inside birch fences will not work. This will also happen enclosing it inside oak logs (that will be broken) and birch logs, speuce woods etc that will not be broken)
You can also test it if you make an iron golem and u give it a coal and you can ride it it will break all blocks (almost) except for log variants as stated before.
Since version 1.19.80 it is stated in the changelog that logs and wooden fences have now their unique IDs, so for example birch log is now "birch_log" instead of "log:2", the same is for fences.
Using this new ID system to make custom recipes doesn't work, instead the old IDs still work, so for example the following works:
{ "format_version": "1.12", "minecraft:recipe_shapeless": { "description": { "identifier": "Oak_to_birch" }, "tags": [ "stonecutter" ], "priority": 0, "ingredients": [ { "item": "minecraft:log:0" } ], "result": { "item": "minecraft:log:2", "count": 1 } } }and this doesn't:
{ "format_version": "1.12", "minecraft:recipe_shapeless": { "description": { "identifier": "Oak_to_birch" }, "tags": [ "stonecutter" ], "priority": 0, "ingredients": [ { "item": "minecraft:oak_log" } ], "result": { "item": "minecraft:birch_log", "count": 1 } } }Also, I made a mod with a custom entity that can break blocks when moving, like a bigger version of the ravager. The component is stated as follow:
[...] "minecraft:break_blocks": { "breakable_blocks": [ "leaves", "leaves2", "vine", "azalea", "flowering_azalea", "azalea_leaves", "azalea_leaves_flowered", "cave_vines", "cave_vines_body_with_berries", "cave_vines_head_with_berries", "hanging_roots", "mangrove_leaves", "cherry_leaves", "fence_gate", "spruce_fence_gate", "birch_fence_gate", "jungle_fence_gate", "acacia_fence_gate", "dark_oak_fence_gate", "mangrove_fence_gate", "bamboo_fence_gate", "cherry_fence_gate", "crimson_fence_gate", "warped_fence_gate", "fence", "oak_fence", "spruce_fence", "birch_fence", "jungle_fence", "acacia_fence", "dark_oak_fence", "cherry_fence", "mangrove_fence", "bamboo_fence", "nether_brick_fence", "crimson_fence", "warped_fence", "log", "log2", "minecraft:oak_log", "minecraft:birch_log", "minecraft:acacia_log", "minecraft:dark_oak_log", "minecraft:jungle_log", "minecraft:spruce_log", "minecraft:cherry_log", "mangrove_log", "stone" ] } [...]This entity is capable of breaking all stone variants, so regular stone, diorite, granite and andesite...even if it stated only "stone" and not also "stone:1", "stone:2" etc... but it is not capable of breaking all logs even if it is stated the old ID system and the new ID system.
Even using only or the old or the new system it only works using the old ID system and only for acacia and oak so it registers only "log:0" and "log2:0" and not the variants like it does for the stone.
The same problem is for the wooden fences variants that are under the ID "fence", the new ID system for the wooden fences doesn't work so "birch_fence" is not recognised as a block that can be broken.
Edit: attached is the behaviour pack, to test it enclose a ravager inside oak fences, it will destroy them, instead enclosing it inside birch fences will not work. This will also happen enclosing it inside oak logs (that will be broken) and birch logs, speuce woods etc that will not be broken)
You can also test it if you make an iron golem and u give it a coal and you can ride it it will break all blocks (almost) except for log and fences variants as stated before.
Since version 1.19.80 it is stated in the changelog that logs and wooden fences have now their unique IDs, so for example birch log is now "birch_log" instead of "log:2", the same is for fences.
Using this new ID system to make custom recipes doesn't work, instead the old IDs still work, so for example the following works:
{ "format_version": "1.12", "minecraft:recipe_shapeless": { "description": { "identifier": "Oak_to_birch" }, "tags": [ "stonecutter" ], "priority": 0, "ingredients": [ { "item": "minecraft:log:0" } ], "result": { "item": "minecraft:log:2", "count": 1 } } }and this doesn't:
{ "format_version": "1.12", "minecraft:recipe_shapeless": { "description": { "identifier": "Oak_to_birch" }, "tags": [ "stonecutter" ], "priority": 0, "ingredients": [ { "item": "minecraft:oak_log" } ], "result": { "item": "minecraft:birch_log", "count": 1 } } }Also, I made a mod with a custom entity that can break blocks when moving, like a bigger version of the ravager. The component is stated as follow:
[...] "minecraft:break_blocks": { "breakable_blocks": [ "leaves", "leaves2", "vine", "azalea", "flowering_azalea", "azalea_leaves", "azalea_leaves_flowered", "cave_vines", "cave_vines_body_with_berries", "cave_vines_head_with_berries", "hanging_roots", "mangrove_leaves", "cherry_leaves", "fence_gate", "spruce_fence_gate", "birch_fence_gate", "jungle_fence_gate", "acacia_fence_gate", "dark_oak_fence_gate", "mangrove_fence_gate", "bamboo_fence_gate", "cherry_fence_gate", "crimson_fence_gate", "warped_fence_gate", "fence", "oak_fence", "spruce_fence", "birch_fence", "jungle_fence", "acacia_fence", "dark_oak_fence", "cherry_fence", "mangrove_fence", "bamboo_fence", "nether_brick_fence", "crimson_fence", "warped_fence", "log", "log2", "minecraft:oak_log", "minecraft:birch_log", "minecraft:acacia_log", "minecraft:dark_oak_log", "minecraft:jungle_log", "minecraft:spruce_log", "minecraft:cherry_log", "mangrove_log", "stone" ] } [...]This entity is capable of breaking all stone variants, so regular stone, diorite, granite and andesite...even if it stated only "stone" and not also "stone:1", "stone:2" etc... but it is not capable of breaking all logs even if it is stated the old ID system and the new ID system.
Even using only or the old or the new system it only works using the old ID system and only for acacia and oak so it registers only "log:0" and "log2:0" and not the variants like it does for the stone.
The same problem is for the wooden fences variants that are under the ID "fence", the new ID system for the wooden fences doesn't work so "birch_fence" is not recognised as a block that can be broken.
Edit: attached is the mod I made, with a resource pack and a behaviour pack, to test it enclose a ravager inside oak fences, it will destroy them, instead enclosing it inside birch fences will not work. This will also happen enclosing it inside oak logs (that will be broken) and birch logs, speuce woods etc that will not be broken)
You can also test it if you make an iron golem and u give it a coal and you can ride it it will break all blocks (almost) except for log and fences variants as stated before.
Since version 1.19.80 it is stated in the changelog that logs and wooden fences have now their unique IDs, so for example birch log is now "birch_log" instead of "log:2", the same is for fences.
Using this new ID system to make custom recipes doesn't work, instead the old IDs still work, so for example the following works:
{ "format_version": "1.12", "minecraft:recipe_shapeless": { "description": { "identifier": "Oak_to_birch" }, "tags": [ "stonecutter" ], "priority": 0, "ingredients": [ { "item": "minecraft:log:0" } ], "result": { "item": "minecraft:log:2", "count": 1 } } }and this doesn't:
{ "format_version": "1.12", "minecraft:recipe_shapeless": { "description": { "identifier": "Oak_to_birch" }, "tags": [ "stonecutter" ], "priority": 0, "ingredients": [ { "item": "minecraft:oak_log" } ], "result": { "item": "minecraft:birch_log", "count": 1 } } }Also, I made a mod with a custom entity that can break blocks when moving, like a bigger version of the ravager. The component is stated as follow:
[...] "minecraft:break_blocks": { "breakable_blocks": [ "leaves", "leaves2", "vine", "azalea", "flowering_azalea", "azalea_leaves", "azalea_leaves_flowered", "cave_vines", "cave_vines_body_with_berries", "cave_vines_head_with_berries", "hanging_roots", "mangrove_leaves", "cherry_leaves", "fence_gate", "spruce_fence_gate", "birch_fence_gate", "jungle_fence_gate", "acacia_fence_gate", "dark_oak_fence_gate", "mangrove_fence_gate", "bamboo_fence_gate", "cherry_fence_gate", "crimson_fence_gate", "warped_fence_gate", "fence", "oak_fence", "spruce_fence", "birch_fence", "jungle_fence", "acacia_fence", "dark_oak_fence", "cherry_fence", "mangrove_fence", "bamboo_fence", "nether_brick_fence", "crimson_fence", "warped_fence", "log", "log2", "minecraft:oak_log", "minecraft:birch_log", "minecraft:acacia_log", "minecraft:dark_oak_log", "minecraft:jungle_log", "minecraft:spruce_log", "minecraft:cherry_log", "mangrove_log", "stone" ] } [...]This entity is capable of breaking all stone variants, so regular stone, diorite, granite and andesite...even if it stated only "stone" and not also "stone:1", "stone:2" etc... but it is not capable of breaking all logs even if it is stated the old ID system and the new ID system.
Even using only or the old or the new system it only works using the old ID system and only for acacia and oak so it registers only "log:0" and "log2:0" and not the variants like it does for the stone.
The same problem is for the wooden fences variants that are under the ID "fence", the new ID system for the wooden fences doesn't work so "birch_fence" is not recognised as a block that can be broken.
Edit: attached is the mod I made, with a resource pack and a behaviour pack, to test it enclose a ravager inside oak fences, it will destroy them, instead enclosing it inside birch fences will not work. This will also happen enclosing it inside oak logs (that will be broken) and birch logs, speuce woods etc that will not be broken)
You can also test it if you make an iron golem and u give it a co
aland you can ride itit will break all blocks (almost) except for log and fences variants as stated before.Since version 1.19.80 it is stated in the changelog that logs and wooden fences have now their unique IDs, so for example birch log is now "birch_log" instead of "log:2", the same is for fences.
Using this new ID system to make custom recipes doesn't work, instead the old IDs still work, so for example the following works:
{ "format_version": "1.12", "minecraft:recipe_shapeless": { "description": { "identifier": "Oak_to_birch" }, "tags": [ "stonecutter" ], "priority": 0, "ingredients": [ { "item": "minecraft:log:0" } ], "result": { "item": "minecraft:log:2", "count": 1 } } }and this doesn't:
{ "format_version": "1.12", "minecraft:recipe_shapeless": { "description": { "identifier": "Oak_to_birch" }, "tags": [ "stonecutter" ], "priority": 0, "ingredients": [ { "item": "minecraft:oak_log" } ], "result": { "item": "minecraft:birch_log", "count": 1 } } }Also, I made a mod with a custom entity that can break blocks when moving, like a bigger version of the ravager. The component is stated as follow:
[...] "minecraft:break_blocks": { "breakable_blocks": [ "leaves", "leaves2", "vine", "azalea", "flowering_azalea", "azalea_leaves", "azalea_leaves_flowered", "cave_vines", "cave_vines_body_with_berries", "cave_vines_head_with_berries", "hanging_roots", "mangrove_leaves", "cherry_leaves", "fence_gate", "spruce_fence_gate", "birch_fence_gate", "jungle_fence_gate", "acacia_fence_gate", "dark_oak_fence_gate", "mangrove_fence_gate", "bamboo_fence_gate", "cherry_fence_gate", "crimson_fence_gate", "warped_fence_gate", "fence", "oak_fence", "spruce_fence", "birch_fence", "jungle_fence", "acacia_fence", "dark_oak_fence", "cherry_fence", "mangrove_fence", "bamboo_fence", "nether_brick_fence", "crimson_fence", "warped_fence", "log", "log2", "minecraft:oak_log", "minecraft:birch_log", "minecraft:acacia_log", "minecraft:dark_oak_log", "minecraft:jungle_log", "minecraft:spruce_log", "minecraft:cherry_log", "mangrove_log", "stone" ] } [...]This entity is capable of breaking all stone variants, so regular stone, diorite, granite and andesite...even if it stated only "stone" and not also "stone:1", "stone:2" etc... but it is not capable of breaking all logs even if it is stated the old ID system and the new ID system.
Even using only or the old or the new system it only works using the old ID system and only for acacia and oak so it registers only "log:0" and "log2:0" and not the variants like it does for the stone.
The same problem is for the wooden fences variants that are under the ID "fence", the new ID system for the wooden fences doesn't work so "birch_fence" is not recognised as a block that can be broken.
Edit: attached is the mod I made, with a resource pack and a behaviour pack, to test it enclose a ravager inside oak fences, it will destroy them, instead enclosing it inside birch fences will not work. This will also happen enclosing it inside oak logs (that will be broken) and birch logs, speuce woods etc that will not be broken)
You can also test it if you make an iron golem and you give it a copper block, and then a coal block and you can ride it. It will break all blocks (almost) except for log and fences variants as stated before.
RESOLVED: Logs and Fences ID variants don't work for "break_blocks" component and recipes.

I confirm this bug is still in minecraft version 1.19.83
I would add that this issue is particularly consistent if you get the bad omen while you are already in a village, getting bad omen away from a village, i.e. in a illager outpost, and then enter a village after some time it will trigger only one regular raid, at least for me.
It is like there are three functions that run at the same time, one that adds the effect, another that triggers the raid and another one that remove the effects, all together having maybe a common variable that, since you get the bad omen in the village, is overwritten at the same time instead of with the right sequence.
Hi, thanks for the answer. Yes, the problem is still present. It seems that somewhat the "break_blocks" behaviour doesn't recognise the logs and fence variants, like spruce, birch and dark oak. It is no coincidence that it recognize oak logs and acacia...that are log:0 and log2:0... but not the variants log:1, log:2 etc or log2:1 etc.
Yet it recognize stone variants, so stone:1, stone:2 etc, so diorite, granite etc is reconised.
The problem must be in the hardcoded part of the break block behaviour itself.
I updated the attached addon to show my latest addon that is available for public use.
There is now also the iron golem that you can ride, after feeding him with a copper block and then a coal block, that is capable of mining and breaking almost all blocks ...minus these pesky logs and fences.
For further references to my addon see this:
https://mcpedl.com/rule-villages-1-0-3/
RESOLVED!
I used the minecraft fandom wiki to paste the ids of logs and fences and it seems that when pasting those ids an invisible character is added to the string.
rewriting those ids manually fixed the problem.
I found the error by copy paste the id that was written in the .json to the ingame minecraft chat and it wasn't just the id but another character was being paste, so for example it wasn't just "spruce_log" but it was like "spruce_log⏽"
Still affecting 1.20.50. Note that, while in adventure mode, you can use the shovel to turn grass blocks into dirt path but not dirt blocks into dirt path. Please fix this, and make that in adventure mode you can't modify any blocks!
Problem still present in 1.21.2