destruc7i0n
- destruc7i0n
- destruc7i0n
- America/Toronto
- Yes
- No
Put the summary of the bug you're having here
*What I expected to happen was: The filter changes the properties on the spawner to have a player detection range of 0.What actually happened was: My game crashed twice.
Steps to Reproduce:*
1. Create a horse spawner.
2. Change properties to player detection range of 0.
3. Open the world. I crashed there.
When I used this command:
/scoreboard players test fakeplayer testscore -1 -100
It outputs a:
The number you have entered (-100) is too small, it must be at least -1
I expected it to work for negative numbers because of the the new .json signs, if you have a remove player sign and because the player is fake, you cannot target them in any other way to set their score to 0 (because for example on a join game sign there is a remove player sign, if you hit it too much it will go into negative numbers and there is no way to have a negative player!) other than by using test that does not work for numbers lower than -1.
What I was expecting when I used
/scoreboard players test fakeplayer testscore -1 -100
was something like
Score -3 is NOT in range -1 to -100
If you could please fix this bug it would be awesome to all mapmakers who want to use this in books and signs like myself!
Thanks
~TheDestruc7i0n
When I used this command:
/scoreboard players test fakeplayer testscore -1 -100
It outputs a:
The number you have entered (-100) is too small, it must be at least -1
I expected it to work for negative numbers because of the the new .json signs, if you have a remove player sign and because the player is fake, you cannot target them in any other way to set their score to 0 (because for example on a join game sign there is a remove player sign, if you hit it too much it will go into negative numbers and there is no way to have a negative player!) other than by using test that does not work for numbers lower than -1.
What I was expecting when I used
/scoreboard players test fakeplayer testscore -1 -100
was something like
Score -3 is
NOTin range -1 to -100If you could please fix this bug it would be awesome to all mapmakers who want to use this in books and signs like myself!
Thanks
~TheDestruc7i0n
When you replaceitem a shield into the head of any entity that can have the shield in its head slot, it changes colors:
(Tested on Skeletons and Zombies, but should work on others)
/replaceitem entity @e[type=Skeleton,r=5] slot.armor.head minecraft:shield
/replaceitem entity @e[type=Zombie,r=5] slot.armor.head minecraft:shieldVideo/gif:
http://gfycat.com/LeadingSoupyAkitainuWhen you replaceitem a shield into the head of any entity that can have the shield in its head slot, it changes colors:
(Tested on Skeletons and Zombies, but should work on others)
/replaceitem entity @e[type=Skeleton,r=5] slot.armor.head minecraft:shield
/replaceitem entity @e[type=Zombie,r=5] slot.armor.head minecraft:shieldVideo/gif:
1 (Zombie Only): http://gfycat.com/LeadingSoupyAkitainu
2 (Zombie and Skeleton): http://gfycat.com/MiserableFarEwe
When using /tellraw with the score component on fake players doesn't work and has the error "No entity was found".
Reproduce case:
Create objective
```
/scoreboard objectives add test dummy
```Set self score
```
/scoreboard players set @s test 1
```
Set fake player score
```
/scoreboard players set player1 test 1
```Try tellraws:
```
/tellraw @a ["",{"score":{"name":"@s","objective":"test"}}]
```
^ Works as expected```
/tellraw @a ["",{"score":{"name":"player1","objective":"test"}}]
```
^ `No entity was found`When using /tellraw with the score component on fake players doesn't work and has the error "No entity was found".
Reproduce case:
Create objectiveUnable to find source-code formatter for language: txt. Available languages are: actionscript, ada, applescript, bash, c, c#, c++, cpp, css, erlang, go, groovy, haskell, html, java, javascript, js, json, lua, none, nyan, objc, perl, php, python, r, rainbow, ruby, scala, sh, sql, swift, visualbasic, xml, yaml/scoreboard objectives add test dummySet self score
```
/scoreboard players set @s test 1
```
Set fake player score
```
/scoreboard players set player1 test 1
```Try tellraws:
```
/tellraw @a ["",{"score":{"name":"@s","objective":"test"}}]
```
^ Works as expected```
/tellraw @a ["",{"score":{"name":"player1","objective":"test"}}]
```
^ `No entity was found`
When using /tellraw with the score component on fake players doesn't work and has the error "No entity was found".
Reproduce case:
Create objectiveUnable to find source-code formatter for language: txt. Available languages are: actionscript, ada, applescript, bash, c, c#, c++, cpp, css, erlang, go, groovy, haskell, html, java, javascript, js, json, lua, none, nyan, objc, perl, php, python, r, rainbow, ruby, scala, sh, sql, swift, visualbasic, xml, yaml/scoreboard objectives add test dummySet self score
```
/scoreboard players set @s test 1
```
Set fake player score
```
/scoreboard players set player1 test 1
```Try tellraws:
```
/tellraw @a ["",{"score":{"name":"@s","objective":"test"}}]
```
^ Works as expected```
/tellraw @a ["",{"score":{"name":"player1","objective":"test"}}]
```
^ `No entity was found`When using /tellraw with the score component on fake players doesn't work and has the error "No entity was found".
Reproduce case:
Create objective/scoreboard objectives add test dummySet self score
/scoreboard players set @s test 1Set fake player score
/scoreboard players set player1 test 1Try tellraws:
/tellraw @a ["",{"score":{"name":"@s","objective":"test"}}]^ Works as expected
/tellraw @a ["",{"score":{"name":"player1","objective":"test"}}]^ `No entity was found`
When using /tellraw with the score component on fake players doesn't work and has the error "No entity was found".
Reproduce case:
Create objective/scoreboard objectives add test dummySet self score
/scoreboard players set @s test 1Set fake player score
/scoreboard players set player1 test 1Try tellraws:
/tellraw @a ["",{"score":{"name":"@s","objective":"test"}}]^ Works as expected
/tellraw @a ["",{"score":{"name":"player1","objective":"test"}}]^ `No entity was found`
When using /tellraw with the score component on fake players doesn't work and has the error "No entity was found".
Reproduce case:
Create objective/scoreboard objectives add test dummySet self score
/scoreboard players set @s test 1Set fake player score
/scoreboard players set player1 test 1Try tellraws:
/tellraw @a ["",{"score":{"name":"@s","objective":"test"}}]^ Works as expected
/tellraw @a ["",{"score":{"name":"player1","objective":"test"}}]^
No entity was found
When using /tellraw with the score component on fake players, the tellraw doesn't work and has the error "No entity was found".
Reproduce case:
Create objective/scoreboard objectives add test dummySet self score
/scoreboard players set @s test 1Set fake player score
/scoreboard players set player1 test 1Try tellraws:
/tellraw @a ["",{"score":{"name":"@s","objective":"test"}}]^ Works as expected
/tellraw @a ["",{"score":{"name":"player1","objective":"test"}}]^
No entity was found
/tellraw score component with fake players returns "No entity was found"
I have created a websocket server, successfully connected it to the Minecraft server, sent the appropriate events to subscribe to `PlayerMessage` and such, and have been getting double the events through the socket per event in the game itself.
I have tested this same code in 1.8, and it works as intended - one event per message.
I have included a small test case in the attachments. It requires Node 8+ and npm/yarn. Run `yarn` or `npm install`, and then `node index.js`. It will open a websocket on port 1337. Run `/wsserver localhost:1337` in 1.9.0.3 and then type a message. For every single message sent, it will send back a message as well. Notice in 1.9.0.3 it sends two for every one, whereas in 1.8 it returns one for one.
I have created a websocket server, successfully connected it to the Minecraft server, sent the appropriate events to subscribe to PlayerMessage and such, and have been getting double the events through the socket per event in the game itself.
I have tested this same code in 1.8, and it works as intended - one event per message.
I have included a small test case in the attachments. It requires Node 8+ and npm/yarn. Run yarn or npm install, and then node index.js. It will open a websocket on port 1337. Run /wsserver localhost:1337 in 1.9.0.3 and then type a message. For every single message sent, it will send back a message as well. Notice in 1.9.0.3 it sends two for every one, whereas in 1.8 it returns one for one.
When running hasComponent() entity binding on boat
s and minecarts, it returns true, due to how these entities have a "health" of sorts to allow players to punch to remove them.On attempting to retrieve this component with a subsequent getComponent() entity binding, the game crashes instantly.
When running hasComponent() entity binding on boat, minecarts, and paintings, it returns true, due to how these entities have a "health" of sorts to allow players to punch to remove them.
On attempting to retrieve this component with a subsequent getComponent() entity binding, the game crashes instantly.
The minecraft:health scripting component on boatsandminecarts can crash the gameThe minecraft:health scripting component on boats, minecarts, and paintings can crash the game
When running hasComponent() entity binding on boat, minecarts, and paintings, it returns true, due to how these entities have a "health" of sorts to allow players to punch to remove them.
On attempting to retrieve this component with a subsequent getComponent() entity binding, the game crashes instantly.
When running hasComponent() entity binding for the minecraft:health component on entities including:
- boats
- minecarts
- paintings
- ender crystals
- leash knots
- tnt
- falling sand
- fireballs
- wither skulls
- shulker bullets
- llama spit
the binding returns true, due to how these entities have a "health" of sorts to allow players to punch to remove them.
On attempting to retrieve this component with a subsequent getComponent() entity binding, the game crashes instantly.
The minecraft:health scripting component onboats, minecarts, and paintings can crash the gameThe minecraft:health scripting component on various entities can crash the game
Repro:
- Create a new world with the behaviour pack installed
- Place down a snow layer
- Right click the snow layer
There will be an error along the lines of:
[Scripting][error]-ScriptBlockStateComponent | Invalid type passed for block state 'height'The script is simply increasing the height of the snow layer to values defined in the docs, but results with this error.
What should happen is that the snow layer height will increase and reset, as per the code in the server script. Other blockstates (string based etc.) seem to work fine.
This script functioned last in 1.12.0.28.
minecraft:blockstate scripting component not working with integer-based states







Here:
Yes; please get this fixed. I asked him for help and then it turned out to be a bug! Please help!
Soon, please
This will be needed for mapmakers!
Confirmed
Confirmed, really miss this!
I can see why this causes much lag, +vote
Confirmed 14w19a
Yeah I found out, just needed to turn the redstone dust 90 degress
Update: it is really messed up for many of the slots
Well it seems the first number can go very low, closing.
I got this too, I hope that they fix it!
P.S Dupe of
MC-62516Here are some benchmarks of how much time does getComponent and applyComponentChanges take for the molang component provided by abc55#7088 on the Scripting Discord Server.
getComponent min: 20, max: 33, avg: 23.33, median: 23
setComponent0 min: 3, max: 7, avg: 4.171, median: 4
setComponent1 min: 3, max: 6, avg: 4.434, median: 4
setComponent10 min: 5, max: 11, avg: 7.25, median: 7
setComponent50 min: 17, max: 27, avg: 19.548, median: 20
setComponent100 min: 30, max: 50, avg: 34.986, median: 35
Where,
getComponent is system.getComponent(entity, "minecraft:molang")
setComponentN is system.applyComponentChanges(entity, molangComponent) where molangComponent has N variables
Yes. Upon running my attached reproduction case in 1.12.0.9, I still get a frame drop from 60 -> 8 on getting the Molang component, with a further drop to 4 upon updating said component. (On updating/querying exactly 10 creepers in the world)
This has been fixed in 1.12.0.9
Still present in the latest, 1.13.0.9 beta.