ArsenicWaffles
- ArsenicWaffles
- arsenicwaffles
- America/New_York
- Yes
- No
Setblockingblock (tile) entities with items in their inventory does not update comparators adjacent to themUsing /setblock to set block (tile) entities with items in their inventory does not update comparators adjacent to them
Using /setblock to set block(tile)entities with items in their inventory does not update comparators adjacent to them
Using /setblock to set block entities with items in their inventory does not update comparators adjacent to themUsing /setblock to set block entities with items in their inventory does not update comparators adjacent to the block entity
Noticed that running Command 1 (below) does not update comparators next to the furnace so that they output a redstone signal. Running Command 2 (below) on a spot currently occupied by a furnace with items in it's inventory does however update a comparator and causes its output to change to no signal.
Command 1:
{id:stone,Count:1,Slot:0}
/setblock ~2 ~ ~ furnace 0 replace {Items:[]}
Command 2:
/setblock ~2 ~ ~ furnace 0 replace
Noticed that running Command 1 (below) does not update comparators next to the furnace so that they output a redstone signal. Running Command 2 (below) on a spot currently occupied by a furnace with items in it's inventory does however update a comparator and causes its output to change to no signal.
Further clarification: Using a /setblock to replace
Command 1:
{id:stone,Count:1,Slot:0}
/setblock ~2 ~ ~ furnace 0 replace {Items:[]}
Command 2:
/setblock ~2 ~ ~ furnace 0 replace
Noticed that running Command 1 (below) does not update comparators next to the furnace so that they output a redstone signal. Running Command 2 (below) on a spot currently occupied by a furnace with items in it's inventory does however update a comparator and causes its output to change to no signal.
Further clarification: Using a /setblock to replace one block entity with another (
Command 1:
{id:stone,Count:1,Slot:0}
/setblock ~2 ~ ~ furnace 0 replace {Items:[]}
Command 2:
/setblock ~2 ~ ~ furnace 0 replace
Noticed that running Command 1 (below) does not update comparators next to the furnace so that they output a redstone signal. Running Command 2 (below) on a spot currently occupied by a furnace with items in it's inventory does however update a comparator and causes its output to change to no signal.
Further clarification: Using a /setblock to replace one block entity with another (
Command 1:
{id:stone,Count:1,Slot:0}
/setblock ~2 ~ ~ furnace 0 replace {Items:[]}
Command 2:
/setblock ~2 ~ ~ furnace 0 replaceNoticed that running Command 1 (below) does not update comparators next to the furnace so that they output a redstone signal. Running Command 2 (below) on a spot currently occupied by a furnace with items in it's inventory does however update a comparator and causes its output to change to no signal.
Further clarification: Using a /setblock to replace one block entity with another (given that the initial block entity had items in it and caused a comparator to output a signal) will update the adjacent comparator, but replacing an empty block entity (or normal block) with a filled one will not update the comparator.
Command 1:
{id:stone,Count:1,Slot:0}
/setblock ~2 ~ ~ furnace 0 replace {Items:[]}
Command 2:
/setblock ~2 ~ ~ furnace 0 replace
Noticed that running Command 1 (below) does not update comparators next to the furnace so that they output a redstone signal. Running Command 2 (below) on a spot currently occupied by a furnace with items in it's inventory does however update a comparator and causes its output to change to no signal.
Further clarification: Using
a/setblock to replace one block entity with another (given that the initial block entity had items in it and caused a comparator to output a signal) will update the adjacent comparator, but replacing an empty block entity (or normal block) with a filled one will not update the comparator.Command 1:
{id:stone,Count:1,Slot:0}
/setblock ~2 ~ ~ furnace 0 replace {Items:[]}
Command 2:
/setblock ~2 ~ ~ furnace 0 replace
Noticed that running Command 1 (below) does not update comparators next to the furnace so that they output a redstone signal. Running Command 2 (below) on a spot currently occupied by a furnace with items in it's inventory does however update a comparator and causes its output to change to no signal.
Further clarification: Using /setblock to replace one block entity with another (given that the initial block entity had items in it and caused a comparator to output a signal) will update
the adjacent comparator, but replacing an emptyblock entity (or normal block)with a filled one will not update the comparator.Command 1:
{id:stone,Count:1,Slot:0}
/setblock ~2 ~ ~ furnace 0 replace {Items:[]}
Command 2:
/setblock ~2 ~ ~ furnace 0 replaceNoticed that running Command 1 (below) does not update comparators next to the furnace so that they output a redstone signal. Running Command 2 (below) on a spot currently occupied by a furnace with items in it's inventory does however update a comparator and causes its output to change to no signal.
Further clarification: Using /setblock to replace one block entity with another (given that the initial block entity had items in it and caused a comparator to output a signal) will update a comparator adjacent to the block entity, but replacing a block entity that has no inventory items (or a normal block) with a filled one will not update the comparator.
Command 1:
{id:stone,Count:1,Slot:0}
/setblock ~2 ~ ~ furnace 0 replace {Items:[]}
Command 2:
/setblock ~2 ~ ~ furnace 0 replace
Noticed that running Command 1 (below) does not update comparators next to the furnace so that they output a redstone signal. Running Command 2 (below) on a spot currently occupied by a furnace with items in it's inventory does however update a comparator and causes its output to change to no signal.
Further clarification: Using /setblock to replace one block entity with another (given that the initial block entity had items in it and caused a comparator to output a signal) will update
acomparator adjacent to the block entity, but replacing a block entity that has no inventory items (or a normal block) with a filled one will not update the comparator.Command 1:
{id:stone,Count:1,Slot:0}
/setblock ~2 ~ ~ furnace 0 replace {Items:[]}
Command 2:
/setblock ~2 ~ ~ furnace 0 replaceNoticed that running Command 1 (below) does not update comparators next to the furnace so that they output a redstone signal. Running Command 2 (below) on a spot currently occupied by a furnace with items in it's inventory does however update a comparator and causes its output to change to no signal.
Further clarification: Using /setblock to replace one block entity with another (given that the initial block entity had items in it and caused a comparator to output a signal) will update the comparator adjacent to the block entity, but replacing a block entity that has no inventory items (or a normal block) with a filled one will not update the comparator.
Command 1:
{id:stone,Count:1,Slot:0}
/setblock ~2 ~ ~ furnace 0 replace {Items:[]}
Command 2:
/setblock ~2 ~ ~ furnace 0 replace
Noticed that running Command 1 (below) does not update comparators next to the furnace so that they output a redstone signal. Running Command 2 (below) on a spot currently occupied by a furnace with items in it's inventory does however update a comparator and causes its output to change to no signal.
Further clarification: Using /setblock to replace one block entity with another (given that the initial block entity had items in it and caused a comparator to output a signal) will update the comparator adjacent to the block entity, but replacing a block entity that has no inventory items (or a normal block) with a filled one will not update the comparator.
Command 1:
{id:stone,Count:1,Slot:0}
/setblock ~2 ~ ~ furnace 0 replace {Items:[]}
Command 2:
/setblock ~2 ~ ~ furnace 0 replaceNoticed that running Command 1 (below) does not update comparators next to the furnace so that they output a redstone signal. Running Command 2 (below) on a spot currently occupied by a furnace with items in it's inventory does however update a comparator and causes its output to change to no signal.
Further Clarification: Using /setblock to replace one block entity with another (given that the initial block entity had items in it and caused a comparator to output a signal) will update the comparator adjacent to the block entity, but replacing a block entity that has no inventory items (or a normal block) with a filled one will not update the comparator.
Command 1:
{id:stone,Count:1,Slot:0}
/setblock ~2 ~ ~ furnace 0 replace {Items:[]}
Command 2:
/setblock ~2 ~ ~ furnace 0 replace

If you look on the page of the bug that Galaxy_2Alex mentioned that this was a duplicate of, you will notice that bug too was a duplicate of another bug MC-53439, which is still open. Use the search function to make sure you do not submit a duplicate report.
Could you upload a picture of the clock and setup that you are using? I was unable to replicate the problem.
Does quitting the world and then reopening it temporarily solve the issue?
That's somewhat frustrating. It would make more sense if structure generation were consistent. Why should villages get automatically added when mineshafts or strongholds or dungeons don't?
Glad to see that other people share the same frustration with this issue. Much like the command of the execute/detect runs relative to the player, so should the detect.
-Say for example you want fire particles to appear on a player when they stand on glowstone. If the player is in the nether (and no one is in the overworld), you could put the execute/detect on a clock in spawn chunks and have another setup to throw items through a portal to keep the spawn chunks loaded (not ideal, but its what we've got). This is the only way to make sure the execute/detect command is running at all times. Assuming the detect is fixed to run in the same dimension as the player, this should work across all dimensions.
-Another solution, as mentioned above, would be to only allow commands (possibly except scoreboard commands) to affect players in the dimension from which they were run. This would also bring about the need for chunks that are always loaded in every dimension to make the above setup work (essentially have spawn-like chunks in each dimension).
-My ideal solution would involve command blocks from one dimension working across all dimensions, fixed so that thinks like execute/detect run within the same dimension without dimensional cross-talk (the issue at hand). To make things dimension-specific, target selector arguments could be added to specify dimension(s) to run the command in, also ridding the need of spawn-like chunks in each dimension from the second solution above. (Still requires some sort of kludgy item-through-nether portal apparatus to keep overworld spawn chunks loaded).
-An outlandish, but awesome solution would be to add a dimension only accessible in creative where chunks are always loaded. This would allow for devices like this to be built by map makers to implement custom features. With the addition of dimensional arguments in target selectors, this would allow for lots of possibilities.