davidj919
- davidj919
- davidj919
- America/Havana
- Yes
- No
To fix it manually, the cobble texture must be called "cobblestone" and the stone bricks texture must be called "stonebrick".
If you have a redstone clock constantly giving the command /clear @a <random number> and you eat food, drink a potion or milk, or draw a bow, the animation gets reset every time the command is used. This
onlyhappens in all gamemodes as long as the command applies with @a.Any item held by the mouse inside of the inventory gets cleared, but this only seems to happen in creative mode.
If you have a redstone clock constantly giving the command /clear @a <random number> and you eat food, drink a potion or milk, or draw a bow, the animation gets reset every time the command is used. This happens in all gamemodes as long as the command applies with @a.
Any item held by the mouse inside of the inventory gets cleared, but this only seems to happen in creative mode.
If you have a redstone clock constantly giving the command /clear @a <random number> and you eat food, drink a potion or milk, or draw a bow, the animation gets reset every time the command is used. This happens in all gamemodes as long as the command applies with @a.
Any item held by the mouse inside of the inventory gets cleared, but this only seems to happen in creative mode.
/clear commandon a clockcauses problems/clear command causes problems with animations of held items
If you have a redstone clock constantly giving the command /clear @a <random number> and you eat food, drink a potion or milk, or draw a bow, the animation gets reset every time the command is used. This happens in all gamemodes as long as the command applies with @a.
Any item held by the mouse inside of the inventory gets cleared, but this only seems to happen in creative mode.If you have a redstone clock constantly giving the command /clear @a <random number> and you eat food, drink a potion or milk, blocking with a sword, or draw a bow, the animation gets reset every time the command is used. This happens in all gamemodes as long as the command applies with @a.
I got one in a savannah. They seem to be able to spawn in any biome.
I'm making an adventure map and I'm not too happy with this "fix." I'd rather not have an enchantment, because you get the glowing effect. Also, I have to change the whole entire map. Please, find another way to fix the problem!
Jeb stated that it was removed in 13w09b. It was part of the fix for ghost items.
According to the wiki, the equation for the percent chance of degrading is this: (60 + 40/(Level+1))
A tool such as swords or pickaxes are (100/(Level+1))%
yep. This happened to me too. Even with seeFriendlyInvisibles on true, you still can't see them. I hope this gets fixed by 1.5.1
This needs to be fixed!
This is still here
My Minecraft folder keeps getting clogged up!
Here's what I've noticed: If your team has friendly fire on true, then you can be seen while invisible. Under that observation I think that I can safely conclude that the error may be found near friendly fire properties.
This is because the inventory and xp is saved to the level.dat in the world save folder. Even if you send the world save to someone else, they will keep the inventory, xp, and gamemode. The only thing that wont stay the same is the scoreboard, however the name of the first payer will still be on it.
This isn't a bug. Just wanted to add that.
Easy fix: Move the corner.
Have different survival worlds for each person. Thats all I can think of.
Wow, your right. I haven't noticed that.
Confirmed.
Guests in a LAN world will have their inventories saved, because theirs are saved to the players folder.
This needs to be seen. It poses a serious threat to my adventure map.
Confirmed for 13w23b.
I think you mean 10 hearts (20 half-hearts). Both the wither skeleton and the blaze have 10 hearts which takes 20 punches (with no weapon or tool) to kill.
I can confirm this. I tried making a boss for may adventure map. It was a zombie with 200 health (100 hearts), but the attacks do no damage no matter its strength or weapon.
Edit:
I tested this later and it seems that anything over 40 health (20 hearts) will make it do no damage.
Giants aren't considered an undead monster, and therefore, must be damaged with an instant damage potion.
LSHIFT is now used to dismount anything.
If zombies do more damage depending on their health and difficulty, then do zombies with more than 20 health deal less damage then normal?
Are you using craftbukkit or the Minecraft server?
Edit: Nevermind... It says it's in the snapshot, so it must be Minecraft server... Still, please give more detail.
Dang, I hate how the enchantment bug was fixed. It was useful to adventure maps for seeing what the item is that players are holding!
Maybe you could have "testfor @a[i=98,d=3]" to test for all the people with chiseled stone bricks. i = item and d = data value.
Edit: maybe even have a=7 and am=3 for max and minimum quantities.
This happens to me, too. If you wan't to switch it manually, then you need to make the cobblestone texture be called "cobblestone" opposed to stonebrick. Then, you need to make the stone bricks texture be called "stonebricks".
This is definitely confirmed.
There is an NBT tag on entities to make them "Invulnerable". It works on paintings and item frames too!
It's more than that. It resets the animations of bows, potions, and food.
I
deletedthe part that duplicates.Confirmed. This only happens in 13w26a.
I don't really see where the bug is...
I'll add that!
Vote on it, if you want it fixed!
This is annoying, and my adventure map depends on this functioning correctly.
Confirmed for 1.6 pre-release.
Eh... I don't really like this one... Confirmed anyways...
Clément, what filter are you referring to?
Ohhhhhh... I already have that filter.
confirmed for 13w38c
Fire can be broken with the tool designed for the block it is on.
Confirmed for 13w39b
Survival is gamemode 0.
There is nothing to fix as there is not a bug.
Confirmed. The slot names are no longer properly synced with their appropriate slot number/ID.