Coolbep
- Coolbep
- JIRAUSER794653
- Europe/Stockholm
- Yes
- No
If you have a pack with a name that is supposed to be translated it will not show any translation, instead it will just show the translation key. (in the content log)
If you cancel a gamemodeChange Event with Script API, the game dosen't correctly cancel the gamemodeChange
Steps to reproduce:
- Make a behavior pack with the following Code for the ScriptAPI:
world.beforeEvents.playerGameModeChange.subscribe(eventData => { eventData.cancel = true })
- Go into a world with this code applied
- Change youor gamemode
Observed result:
The gamemode changes, but if you were previosly in creative and change it to surviaval your now in survival, but can instamine block and pickblock blocks that you don't have in the inventory or as another example if you change to spectator. Your in spectator, but the chunks reload constantly as if you were constantly switching from spectator to another gamemodeExpected result:
The gamemodeChange should just be canceldWhat could be the cause (Speculation):
My speculation to why it is happening is that the server never accepts the gamemodeChange, but the client never becomes a packet that the gamemodeChange was canceled. This is probably why mobs don't attack you, you can't damage yourself in any way. Even if you do// Code-Platzhalter
If you cancel a gamemodeChange Event with Script API, the game dosen't correctly cancel the gamemodeChange
Steps to reproduce:
- Make a behavior pack with the following Code for the ScriptAPI:
world.beforeEvents.playerGameModeChange.subscribe(eventData => { eventData.cancel = true })
- Go into a world with this code applied
- Change youor gamemode
Observed result:
The gamemode changes, but if you were previosly in creative and change it to surviaval your now in survival, but can instamine block and pickblock blocks that you don't have in the inventory or as another example if you change to spectator. Your in spectator, but the chunks reload constantly as if you were constantly switching from spectator to another gamemodeExpected result:
The gamemodeChange should just be canceldWhat could be the cause (Speculation):
My speculation to why it is happening is that the server never accepts the gamemodeChange, but the client never becomes a packet that the gamemodeChange was canceled. This is probably why mobs don't attack you, you can't damage yourself in any way. Even if you do// Code-Platzhalter
If you cancel a gamemodeChange Event with Script API, the game dosen't correctly cancel the gamemodeChange (probaply a client server gamemode desync)
Steps to reproduce:
- Make a behavior pack with the following Code for the ScriptAPI:
world.beforeEvents.playerGameModeChange.subscribe(eventData => { eventData.cancel = true })
- Go into a world with this code applied
- Change youor gamemode
Observed result:
The gamemode changes, but if you were previosly in creative and change it to surviaval your now in survival, but can instamine block and pickblock blocks that you don't have in the inventory or as another example if you change to spectator. Your in spectator, but the chunks reload constantly as if you were constantly switching from spectator to another gamemodeExpected result:
The gamemodeChange should just be canceldWhat could be the cause (Speculation):
My speculation to why it is happening is that the server never accepts the gamemodeChange, but the client never becomes a packet that the gamemodeChange was canceled. This is probably why then you change from creativ to survival mobs don't attack you, you can't damage yourself in any way. Even if you do/kill @sthe game tells, that it can't kill the player because he is in creative.
If you cancel a gamemodeChange Event with Script API, the game dosen't correctly cancel the gamemodeChange (probaply a client server gamemode desync)
Steps to reproduce:
- Make a behavior pack with the following Code for the ScriptAPI:
world.beforeEvents.playerGameModeChange.subscribe(eventData => {eventData.cancel = true })
- Go into a world with this code applied
- Change youor gamemode
Observed result:
The gamemode changes, but if you were previosly in creative and change it to surviaval your now in survival, but can instamine block and pickblock blocks that you don't have in the inventory or as another example if you change to spectator. Your in spectator, but the chunks reload constantly as if you were constantly switching from spectator to another gamemodeExpected result:
The gamemodeChange should just be canceldWhat could be the cause (Speculation):
My speculation to why it is happening is that the server never accepts the gamemodeChange, but the client never becomes a packet that the gamemodeChange was canceled. This is probably why then you change from creativ to survival mobs don't attack you, you can't damage yourself in any way. Even if you do/kill @sthe game tells, that it can't kill the player because he is in creative.
If you cancel a gamemodeChange Event with Script API, the game dosen't correctly cancel the gamemodeChange (probaply a client server gamemode desync)
Steps to reproduce:
- Make a behavior pack with the following Code for the ScriptAPI:
import {world} from "@minecraft/server"; world.beforeEvents.playerGameModeChange.subscribe(eventData => { eventData.cancel = true })
- Go into a world with this code applied
- Change youor gamemode
Observed result:
The gamemode changes, but if you were previosly in creative and change it to surviaval your now in survival, but can instamine block and pickblock blocks that you don't have in the inventory or as another example if you change to spectator. Your in spectator, but the chunks reload constantly as if you were constantly switching from spectator to another gamemodeExpected result:
The gamemodeChange should just be canceldWhat could be the cause (Speculation):
My speculation to why it is happening is that the server never accepts the gamemodeChange, but the client never becomes a packet that the gamemodeChange was canceled. This is probably why then you change from creativ to survival mobs don't attack you, you can't damage yourself in any way. Even if you do/kill @sthe game tells, that it can't kill the player because he is in creative.
If you cancel a gamemodeChange Event with Script API, the game dosen't correctly cancel the gamemodeChange (probaply a client server gamemode desync)
Steps to reproduce:
- Make a behavior pack with the following Code for the ScriptAPI:
import {world} from "@minecraft/server"; world.beforeEvents.playerGameModeChange.subscribe(eventData => { eventData.cancel = true })
- Go into a world with this code applied
- Change youor gamemode
Observed result:
The gamemode changes, but if you were previosly in creative and change it to surviaval your now in survival, but can instamine block and pickblock blocks that you don't have in the inventory or as another example if you change to spectator. Your in spectator, but the chunks reload constantly as if you were constantly switching from spectator to another gamemodeExpected result:
The gamemodeChange should just be canceldWhat could be the cause (Speculation):
My speculation to why it is happening is that the server never accepts the gamemodeChange, but the client never becomes a packet that the gamemodeChange was canceled. This is probably why then you change from creativ to survival mobs don't attack you, you can't damage yourself in any way.Even if you do/kill @s
the game tells, that it can't kill the player because he is in creative.If you cancel a gamemodeChange Event with Script API, the game dosen't correctly cancel the gamemodeChange (probaply a client server gamemode desync)
Steps to reproduce:
- Make a behavior pack with the following Code for the ScriptAPI:
import {world} from "@minecraft/server"; world.beforeEvents.playerGameModeChange.subscribe(eventData => { eventData.cancel = true })
- Go into a world with this code applied
- Change youor gamemode
Observed result:
The gamemode changes, but if you were previosly in creative and change it to surviaval your now in survival, but can instamine block and pickblock blocks that you don't have in the inventory or as another example if you change to spectator. Your in spectator, but the chunks reload constantly as if you were constantly switching from spectator to another gamemodeExpected result:
The gamemodeChange should just be canceldWhat could be the cause (Speculation):
My speculation to why it is happening is that the server never accepts the gamemodeChange, but the client never becomes a packet that the gamemodeChange was canceled. This is probably why then you change from creativ to survival mobs don't attack you, you can't damage yourself in any way.After some testing it seems like the servers sends a packet to the client to change the gamemode before it is canceld by the script API, but then its canceld the server never lets the client know
Workaround:
After some testing it turns out the server sends the packet that the gamemode has changed before it was canceld from the script api script so if you just cancel the package with the @minecraft/server-net
beforeEvents.packetSend the player keeps his gamemode and there is no wired behavior
Canceling of GameModeChangebrokenCanceling of GameModeChange is on
Canceling of GameModeChange is only server side
If you cancel a gamemodeChange Event with Script API, the game dosen't correctly cancel the gamemodeChange (probaply a client server gamemode desync)
Steps to reproduce:
- Make a behavior pack with the following Code for the ScriptAPI:
import {world} from "@minecraft/server"; world.beforeEvents.playerGameModeChange.subscribe(eventData => { eventData.cancel = true })
- Go into a world with this code applied or just add the behavior pack
- Change youor gamemode
Observed result:
The gamemode changes, but if you were previosly in creative and change it to surviaval your now in survival, but can instamine block and pickblock blocks that you don't have in the inventory or as another example if you change to spectator. Your in spectator, but the chunks reload constantly as if you were constantly switching from spectator to another gamemodeExpected result:
The gamemodeChange should just be canceldWhat could be the cause (Speculation):
My speculation to why it is happening is that the server never accepts the gamemodeChange, but the client never becomes a packet that the gamemodeChange was canceled. This is probably why then you change from creativ to survival mobs don't attack you, you can't damage yourself in any way.After some testing it seems like the servers sends a packet to the client to change the gamemode before it is canceld by the script API, but then its canceld the server never lets the client know
Workaround:
After some testing it turns out the server sends the packet that the gamemode has changed before it was canceld from the script api script so if you just cancel the package with the @minecraft/server-net
beforeEvents.packetSend the player keeps his gamemode and there is no wired behavior
If you cancel a gamemodeChange Event with Script API, the game dosen't correctly cancel the gamemodeChange (probaply a client server gamemode desync)
Steps to reproduce:
- Make a behavior pack with the following Code for the ScriptAPI:
import {world} from "@minecraft/server"; world.beforeEvents.playerGameModeChange.subscribe(eventData => { eventData.cancel = true })
- Go into a world with this code applied or just add the behavior pack
- Change youor gamemode
Observed result:
The gamemode changes, but if you were previosly in creative and change it to surviaval your now in survival, but can instamine block and pickblock blocks that you don't have in the inventory or as another example if you change to spectator. Your in spectator, but the chunks reload constantly as if you were constantly switching from spectator to another gamemodeExpected result:
The gamemodeChange should just be canceldWhat could be the cause (Speculation):
My speculation to why it is happening is that the server never accepts the gamemodeChange, but the client never becomes a packet that the gamemodeChange was canceled. This is probably why then you change from creativ to survival mobs don't attack you, you can't damage yourself in any way.After some testing it seems like the servers sends a packet to the client to change the gamemode before it is canceld by the script API, but then its canceld the server never lets the client know
Workaround:
After some testing it turns out the server sends the packet that the gamemode has changed before it was canceld from the script api script so if you just cancel the package with the @minecraft/server-net
beforeEvents.packetSend the player keeps his gamemode and there is no wired behaviorIf you cancel a gamemodeChange Event with Script API, the game dosen't correctly cancel the gamemodeChange (probaply a client server gamemode desync)
Steps to reproduce:
- Make a behavior pack with the following Code for the ScriptAPI:
import {world} from "@minecraft/server"; world.beforeEvents.playerGameModeChange.subscribe(eventData => { eventData.cancel = true })
- Go into a world with this code applied or just add the behavior pack GamemodeChangeEvent.mcpack (down below)
- Change youor gamemode
Observed result:
The gamemode changes, but if you were previosly in creative and change it to surviaval your now in survival, but can instamine block and pickblock blocks that you don't have in the inventory or as another example if you change to spectator. Your in spectator, but the chunks reload constantly as if you were constantly switching from spectator to another gamemodeExpected result:
The gamemodeChange should just be canceldWhat could be the cause (Speculation):
My speculation to why it is happening is that the server never accepts the gamemodeChange, but the client never becomes a packet that the gamemodeChange was canceled. This is probably why then you change from creativ to survival mobs don't attack you, you can't damage yourself in any way.After some testing it seems like the servers sends a packet to the client to change the gamemode before it is canceld by the script API, but then its canceld the server never lets the client know
Workaround:
After some testing it turns out the server sends the packet that the gamemode has changed before it was canceld from the script api script so if you just cancel the package with the @minecraft/server-net
beforeEvents.packetSend the player keeps his gamemode and there is no wired behavior
@Coolbep Hmm...interesting! A friend of mine has the button though, and they haven't paid for Realms........
Concerning my Marketplace animation, I now have a Transformers one on my button. I know it was meant to be a Sonic the Hedgehog one previously (aka when I was experiencing a missing animation in the first place), but now I have the Transformers animation, I wonder if it was just an issue with the Sonic one, but now that they aren't using it anymore, it doesn't matter.....
Coolbep Even if the button's only purpose is to promote Realms (which I don't think it is), it is still not functioning as intended. Furthermore, I did not write any sentences such as "And the marketplace button thing seems like its loading a costum ressourcepack from the servers.". Costum, is a typo, as is ressourcepack.



After a UI analyse (the samples pack), it seem like this is work as intented. Maybe it only shows if your signed in and have no realm. I can't see the button, but one of my friends on tablet has it. Even with my account it isn't showing on tablet, so I would interpret it as work as intened. It's even mentioned as a promo in the code
{ "realms@start.stacked_row": { "ignored": "($trial or $is_preview_app)", "bindings": [ { "binding_name": "#realms_promo_visible", "binding_name_override": "#visible" } ], "controls": [ { "realms_button@start.realms_button": { "$button_text": "menu.realms" } } ] } },@DJDiamondSword, you know the realms button only purpose is to promote the realms service, not to join realms, you can do that in the friends menu if you want to join your friends realm or in the world menu if you want to join your own, that means that this sentence is not true: And the marketplace button thing seems like its loading a costum ressourcepack from the servers.
*that means that this sentence is not true: This means that I can not access any Realms that I may have paid for, or join my friends' Realms.
§m and §n there repalced by new colors, so I would say this is resolved
@TheAxolotlLord just so you know the update block texture got updatet into this. So its just the normal texture for when a bllock dosen't have a texture
I've uploaded the behavoir pack. Just add it to a new world