aymeric pierre
- aypierre
- aypierre
- Europe/Stockholm
- Yes
- No
Since the 1.8 snapshots, deathcount objectives (or stats.deathcount, same problem) are updated when the player respawn, not when theplayer diedasit was before. It should be updated when the player died.EDIT : ok doing more research it appears that none of the selector detect a player when he is dead (and haven't respawn yet). I'm not sure if it's a bug or intentional, but as described in the documentation, @a should target any player, without taking into account any other condition (ex : dead or not). A player dead is still a player and should be in the @a collection.
Since the 1.8 snapshots, deathcount objectives (or stats.deathcount, same problem) are updated when the player respawn, not when the player died as it was before. It should be updated when the player died.
Deathcount updated on respawn, not on death@a, @p, @e or @r doesn't include dead player
EDIT : ok doing more research it appears that none of the selector detect a player when he is dead (and haven't respawn yet). I'm not sure if it's a bug or intentional, but as described in the documentation, @a should target any player, without taking into account any other condition (ex : dead or not). A player dead is still a player and should be in the @a collection.
Original description : Since the 1.8 snapshots, deathcount objectives (or stats.deathcount, same problem) are updated when the player respawn, not when the player died as it was before. It should be updated when the player died.
EDIT 2 : simple way to reproduce this bug :
EDIT : ok doing more research it appears that none of the selector detect a player when he is dead (and haven't respawn yet). I'm not sure if it's a bug or intentional, but as described in the documentation, @a should target any player, without taking into account any other condition (ex : dead or not). A player dead is still a player and should be in the @a collection.
Original description : Since the 1.8 snapshots, deathcount objectives (or stats.deathcount, same problem) are updated when the player respawn, not when the player died as it was before. It should be updated when the player died.
EDIT 2 : simple way to reproduce this bug :
EDIT : ok doing more research it appears that none of the selector detect a player when he is dead (and haven't respawn yet). I'm not sure if it's a bug or intentional, but as described in the documentation, @a should target any player, without taking into account any other condition (ex : dead or not). A player dead is still a player and should be in the @a collection.
Original description : Since the 1.8 snapshots, deathcount objectives (or stats.deathcount, same problem) are updated when the player respawn, not when the player died as it was before. It should be updated when the player died.
EDIT 2 : simple way to reproduce this bug :
1. Create a random scoreboard objectives : /scoreboard objectives add random dummy - /scoreboard objectives setdisplay sidebar random
2. Setup a hopper clock runing on a commandblock with this command : /scoreboard players add @a random 1
3. You will see your score increasing
4. Kill you with the /kill command : your score doesn't increase anymore (the @a couldn't find you)EDIT : ok doing more research it appears that none of the selector detect a player when he is dead (and haven't respawn yet). I'm not sure if it's a bug or intentional, but as described in the documentation, @a should target any player, without taking into account any other condition (ex : dead or not). A player dead is still a player and should be in the @a collection.
Original description : Since the 1.8 snapshots, deathcount objectives (or stats.deathcount, same problem) are updated when the player respawn, not when the player died as it was before. It should be updated when the player died.
Hostile mobs doesn't spawn on nonsolid / transparent blocks as they should do
Minecarts models are more than one block tall, ther
eheight should be less than one block.
This cause tripwires detects them even though they shouldn't, and as a result make impossible "entity in minecart / empty minecart" detectorsMinecarts models are more than one block tall, their height should be less than one block.
This cause tripwires detects them even though they shouldn't, and as a result make impossible "entity in minecart / empty minecart" detectors
Minecarts models are more than one block tall, their height should be less than one block.
This cause tripwires detectsthem even though they shouldn't, and as a result make impossible "entity in minecart / empty minecart" detectors
Minecarts models are more than one block tall, their height should be less than one block.
This cause tripwires detect them even though they shouldn't, and as a result make impossible "entity in minecart / empty minecart" detectorsSorry, duplicate of
MC-47695, couldn't find a similar repport before posting.
Cats get TP into leaves, suffocate and die. That's related to the fact that leaves are now making you suffocate.
That's a real nightmare because it's impossible to get a cat now, as you have to be in a jungle (which have a lot of leaves). When you try to go out of the jungle, cats either get stucked in leaves or tp INTO leaves, and die.
Poor kitties![]()
Cats get TP into leaves, suffocate and die. That's related to the fact that leaves are now making you suffocate.
That's a real nightmare because it's impossible to get a cat now, as you have to be in a jungle (which have a lot of leaves). When you try to go out of the jungle, cats either get stucked in leaves or tp INTO leaves, and die.
Poor kitties![]()
This not related to
MC-2025
Cats get TP into leaves, suffocate and die. That's related to the fact that leaves are now making you suffocate.
That's a real nightmare because it's impossible to get a cat now, as you have to be in a jungle (which have a lot of leaves). When you try to go out of the jungle, cats either get stucked in leaves or tp INTO leaves, and die.
Poor kittiesPs : This not related to
MC-2025asMC-2025concerns chunks loading. This issue on the contrary happen when your are ingame, with all the chunks loaded around.
Cats and dogs teleporting intoleaves and rails, causing them to suffocateCats and dogs teleporting into transparent-solid blocks (redstone_bloc, glowstone, causing them to suffocate
Cats and dogs teleporting into transparent-solid blocks (redstone_bloc, glowstone, TNT), causing them to suffocate
Cats get TP into leaves, suffocate and die. That's related to the fact that leaves are now making you suffocate.
That's a real nightmare because it's impossible to get a cat now, as you have to be in a jungle (which have a lot of leaves). When you try to go out of the jungle, cats either get stucked in leaves or tp INTO leaves, and die.This also happens with blocks with inclined rails.
Ps : This not related to
MC-2025asMC-2025concerns chunks loading. This issue on the contrary happen when your are ingame, with all the chunks loaded around.Edit : cats and dogs TP into transparent/solid blocks and as a result of recent changes (to prevent x-ray machines), suffocates. We first though it was only in leaves, but in fact they can tp in every transparent solid block. The only way to solve this is to allow cats/dogs to top only in transparent non solid blocks
Initial post : Cats get TP into leaves, suffocate and die. That's related to the fact that leaves are now making you suffocate.
That's a real nightmare because it's impossible to get a cat now, as you have to be in a jungle (which have a lot of leaves). When you try to go out of the jungle, cats either get stucked in leaves or tp INTO leaves, and die.This also happens with blocks with inclined rails.
Ps : This not related to
MC-2025asMC-2025concerns chunks loading. This issue on the contrary happen when your are ingame, with all the chunks loaded around.
Since Dinnerbone plays Ultra Hardcore Challenges too, I'm pretty sure he'll see the problem soon. aymeric pierre, try to contact Searge too (SeargeDP on twitter), he worked recently on target selectors so maybe he has something to say about it. I tried to reach them via twitter but without success, so I wish you good luck through irc.
But what if you want to detect players dying in a particular zone?
Before this bug, you just add to set a deathCount objective and do "@a[score_death=0]" and voilà, dead players wouldn't be counted.
But if the new behaviour have to exclude them by default, if that's going to be mojang position from now on, then I think a good solution would be something along what Aucordier Jason and aymeric pierre proposed: An additional argument. By default, dead players would be excluded, why not, but you would still have the option to include them back .







I'm sorry but I don't see any relation between
MC-15112and this report. + the fact that what I described happened both in survival and creative (that's not the case forMC-15112), and doesn't concern skeleton at all.Ok I see but in this case, the zombie doesn't go neutral at all. He just change his target from villager to golem. That wasn't the case before, and that wasn't mentioned in the changelog of the snapshot 13w18a.
I'll follow the issue
MC-15112and see if this behavior change when mojang will fix it.I made some more experimentation and it seems, as Hartspoon commented, related to the target selectors. When you are dead, it seems that you are no longer a valid target for @a, and things like "/scoreboard player add @a randomobjectiv 1" add 1 only for the players alive.
Not really fixed as you can't target dead player anymore (dead player are no longer count in the selector collection (@a, @e etc...))
Anon Ymus This is not a duplicate of
MC-44521as Hartspoon commented it. Simple way to reproduce the bug :1. Create a random scoreboard objectives : /scoreboard objectives add random dummy - /scoreboard objectives setdisplay sidebar random
2. Setup a hopper clock runing on a commandblock with this command : /scoreboard players add @a random 1
3. You will see your score increasing
4. Kill you with the /kill command : your score doesn't increase anymore (the @a couldn't find you)
Happened again in 14w05b : http://puu.sh/6F5kJ/78d49a2b59.jpg
Anon Ymus I'm sorry but I still disagree with the fact that it works as intended. @a means "all players", not "all living player". And as Dakotah Intriglia mentioned, it breaks a ton of maps, without solving any other problem (why does this change would be made ? is there any other bug related to problems with @a pointing on dead player ?)
Yeah, fixing the issue by making player not reachable when he is dead was the easiest solution but the worst (they could add marker like "type", for example "status=alive")... anyway this is the bug tracker, not the suggestion tracker, I will try to reach jeb or dinnerbone through irc to talk about this and see if there is any way to solve this problem. Thx Anon Ymus
Strange indeed, not sure it's intended or not. But the first issue has been resolved, easy way to verify :
1. Create an objectives "dead" with death criteria
2. Add a command block on loop with "/testfor @a[score_dead_min=1]"
3. Kill you, the testfor will work before you respawn.
To be more precise, they do not dissapear when reloading, the entities are not saved when leaving the world (a simple way to check that is to open a world with mcedit after leaving while riding an entity : there is no more entity under you)
Tails Not really a duplicate as the other bug only concerns end dimension and pressure plates. I'm afraid that mojang will only correct pressure plates issue and not the general non-solid block issues.
Yes, mod should definitively change the subject and title of this bug as it concerns all non-solid / transparent block like pressure plates, carpet, rails, tripwire and any dimension, not only end, as I explained here :
MC-50190edit : thx tails !
I agree, I just changed the title. The problem is not that redstone block, tnt or glowstone make entities to suffocate, the problem is that cat and dogs are able to teleport inside this blocks. Could a mod change the status of this bug pls ?
Ok. So it breaks every endermen / witch / wither skeleton / zombie pigmen farm. And it will not be fixed. Thx. ggwp
Still occurring in 1.8.1, observed in the nether with named zombie pigmen.