Dakotah Intriglia
- djimusic
- djimusic
- America/Denver
- Yes
- No
Mine is up on play.djimusic.com:25637
It is currently on a test server. four.tawcraft.net
I am referring to the three or four other 14w25 maps that I have. This map is the only one that displays Trigger and Player command information when oped.
Then why does this exact same thing work on other maps? Where is the option?
Player Entered Commands On Screen if OpedTrigger Commands Visible if fired in Creative Mode
In my world, I have set both commandBlockOutput, and logAdminCommands to False. The problem is the fact that I can still see any player entered commands if I am oped on the server. If I am not oped, the commands are not visible. Look at the screenshot for examples of what I am talking about.
This is also only happening in this one map. All of my other minigames are working fine. I think it might be a setting, but it is behaving weirdly. Anyone know of a fix/experiencing the same bug?In my world, I have set both commandBlockOutput, and logAdminCommands to False. The problem is the fact that I can still see any player entered commands if I am oped on the server. When the one who fired the commands is in Creative, the output is visible to everyone who is oped regardless of their game mode. If the player is in survival, adventure, or spectator, the command output is not visible.
This has been confirmed on three servers.
When testing for a value of a player's scoreboard that has been reset or a new scoreboard, the old functionality allowed for a player to default to 0 if no score was set. The new functionality refers to nothing if no value is set.
How to recreate:
1) Add a new scoreboard objective - /scoreboard objectives add Test dummy
2) Test for a player with a score of the objective: /say @a[score_Test=0]What used to happen:
[@] djimusicWhat happens in 14w10c+:
That player cannot be found.Back in Snapshot 14w08 and below, the functionality was different. They could have made this change on purpose, but the problem with it is the fact that there is no way to set everyone's score to 0 if they do not have a score without using @a. If I set everyone's score to 1, and then someone joins in the game, they don't have a score. The only way to give them a score of 0 is to set EVERYONE's score to 0, which overwrites everyone's old score of 1. This is a problem for objectives like points as when the players join the server, they have to have a score set to 0 instead of the default being zero.
This also affects scoreboard players reset as it deletes the value instead of setting every value to zero. Please reset every player registered to zero instead of deleting the value allowing me to test for the value once again.
Thanks for reading this. I am attaching Screenshots of the Old and new behavior.
When using the operation command, if you use the operation >, <, or ><. Even though the execute will only execute if the operation is successful, the SuccessCount is always true if the operation was successful. By doing this, there is still no easy way to detect if a value is less than a value. CommandStats also outputs a value of 1
How to reproduce:
/scoreboard objectives add Test dummy
/scoreboard players set LessScore Test 1
/scoreboard players set MoreScore Test 10
/scoreboard players operation MoreScore Test > LessScore TestOutput: Operation applied successfully, but the amount of one has not been added to LessScore. Ensure a comparator is attached to see that no matter what happens, a redstone signal is outputed.
When using the operation command, if you use the operation >, <, or ><. Even though the execute will only execute if the operation is successful, the SuccessCount is always true if the operation was successful. By doing this, there is still no easy way to detect if a value is less than a value. CommandStats also outputs a value of 1
How to reproduce:
/scoreboard objectives add Test dummy
/scoreboard players set LessScore Test 1
/scoreboard players set MoreScore Test 10
/scoreboard players operation MoreScore Test > LessScore TestOutput: Operation applied successfully, but the amount of one has not been added to LessScore. Ensure a comparator is attached to see that no matter what happens, a redstone signal is outputed.
If this was intended, think about making it a feature. You would be able to easily test of a score is less than or equal to another score and then if it is, run other commands. The only way to do this currently is to actually use the comparator for its original use by putting one input on one side, and the other on the other side.
Stat.drop does not report items dropped while inInventoryScreenStat.drop does not report items dropped while in inventory screen
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 ?)
@Dakotah Intriglia : I don't think so, see screenshot.



This happens to me a lot. Have tried restarting computer, reinstalling java, force updating, different versions. I have also found a post on minecraft forums about it. Please look into it.
Uploaded a video of this glitch happening. Please check it out on youtube at http://youtu.be/DD3QOeIZRsE
This still occurs in 1.5.1. Please look into this as I feel like it would be an easy fix, and one that can make customs maps even better. I need this bug fixed for my own custom map.
Thanks,
Djimusic
Personally, I can see both points of view, Yes breaking glass is useful for some adventure maps, but it also can be used to easily cheat as there is no transparent block that can not be broken. I do have a solution. Simply add a gamerule to disable breaking blocks completely. Only interacting with blocks like levers and chests. That will help a lot of people and help map makers a TON. Please consider this.
Personally, I can see both points of view, Yes breaking glass is useful for some adventure maps, but it also can be used to easily cheat as there is no transparent block that can not be broken. I do have a solution. Simply add a gamerule to disable breaking blocks completely. Only interacting with blocks like levers and chests. That will help a lot of people and help map makers a TON. Please consider this.
This is not a new feature. Also, this has been reported many times. Simply change the name in the resource pack of the images to match their corresponding block.
Duplicate of 17669
Due to a texture bug. It is a confusing texture bug though. I was also confused when I saw it.
This is not invalid. It uses vanilla minecraft to run the map. You can not tell me that this is not a bug as it has worked with vanilla minecraft since command blocks were invented. It is not invalid.
So you expect every map maker, including sethbling and hypixel, to remake all of their maps using the new command. Minecraft has always been backwards compatible, and it should stay that way.
Minecraft basically is breaking all of old features without implementing a way to do it in a better way. With the /tellraw command you can easily create colored text, but can no longer use @p or @a, or @r. They need to implement a way to fix this. or map makers are screwed.
I can see that mojang is making changes, and I as a map maker like that. I love the new tell raw, but without the option of @p, @a, or @r actually printing the player's name, This makes the new changes obsolete. /say is now the only way to do that, and without using the colored text and the say command, it is impossible to do such commands. Please look into a fix
@Dinnerbone The /tellraw supports messaging some specific players, but you can not tell everyone who is on the red team using a command like: tellraw @a
{"text":"Red Team: @a[team=Red]","color":"red"}Please look into a way to fix this.
This just stated happening to me. I don't understand what is causing it at all. I am also on Mac if that has anything to do with it.
Edit: Figured out the issue. It had invalid characters next to the number when you coppied it. Basically just click next to the number, and backspace past the invalid number. This will fix it. as it will remove the invalid characters. Hope this helps
POSSIBLE SOLUTION: As a person designing minigames in minecraft, I absolutely hate that you can break glass and decorations in adventure mode. I am joined by many, but also can see why Mojang implemented adventure mode the way they did. If someone is building a redstone puzzle map for instance, buttons have to have the ability to be removed and placed, so breaking them should be allowed, which is how adventure mode is set up.
Unfortunately, any block that is a full block can not be placed and removed, so redstone blocks, and regular blocks can not be used in a redstone puzzle map like I described above.
A fix to this would be to completely be able to customize which blocks can be broken. In creative mode, nothing can be broken with a sword, so making every block impossible to break is completely possible to code.
If mojang added a few extra gamerules to alter the way the game processes breaking blocks, this would allow map makers to customize their user's experience with the map. For example:
/gamerule allowBreakingBlocks
/gamerule allowPlacingBlocks
For specific block types, mojang could do what they do with their whitelists and create a list or array for the game to implement from the save's folder. For instance:
/gamerule allowPlacingID 1
/gamerule denyPlacingID 1
This would be the topper on the cake to map makers who need more control for their minigames. With Bukkit, they have had these options for ages, which is why Bukkit minigames are becoming so popular. Please consider this Mojang.
-Djimusic
This is a bug, but is used in many maps to make always on redstone_lamps. Just remove the block and replace it and it will fix it.
We, as map makers, utilize the bugs for the amount of time that we can use them. When they get fixed, we will change how we designed them in our map. Might as well use the bugs to our advantage while they exist.
if you do /clear @a iron_sword, it will not clear anyone's inventory of iron_swords. /clear @a also does not work with a lot of the blocks. It is just overly buggy.
To Reproduce:
Give your self a redstone torch for example
do /clear @a. It will not clear the redstone torch.
Things related to do this: If you are spectating a mob, and the game teleports you, you will not be teleported
If you are switched gamemodes while spectating a mob/player, If you shift to disconnect from the mob, it will allow you to hit the players around you, but you will still be invisible.
This bug actually does cause a lot of issues with minigames and custom maps. I am a creator and my game keeps on bugging out as when everyone dies on a team at once, the game thinks that the team has been eliminated (as no players on the current team were found), so it says the other team won and resets the map. I will not be able to use this version of minecraft (1.8) with this problem. PLEASE CONSIDER CHANGING THIS BACK TO THE WAY IT WAS IN 1.7.4!!
Can confirm, but this might be intended. Mojang?
Confirmed for 14w07b. Please consider fixing.
I really hope this gets fixed as this makes PVP a lot less fun in regard to actually seeing the other player fight.
This is not fixed. I just reproduced it in 14w10b.
Can confirm this is still present in the latest snapshot.
Can confirm this. Would be a great feature to have this in the game if it is not already implemented.
This is confirmed for the latest snapshot. Please look into it. The way that I reproduce it is by opening up your inventory, hovering over slot 2-9, and pushing one to move it to slot one. When you place that block, it goes back to the block that was there before.
I have found this to possibly be related to
MC-48563. I found this report after. Please look into itI tested it using my actual name, and it still shows ?, while it showed 100, the actual value for my friend. Based on what I have read, it is due to me creating the scoreboard in singleplayer. Please help this get fixed
FPS is also gone as well as the current minecraft version. Total Ram Allocation is also no longer visible.
@[Mod] - You are correct. The Top Line did not render in my testing session.
http://youtu.be/8kAO5aZ9UjM?t=9m35s
Also Affects Torches
I really hope they return this back into the game. Working with relative coordinates is so much harder now that this simple feature is gone.
I have experienced that as well. The Tick Speed it how often the game checks for a black update for plants and similar. It kind of makes the game faster, so it does not cause FPS lag, but the game runs slowly. This is why redstone is slowed. As the randomTickSpeed is increased, the computer has to handle more which causes the redstone lag you are experiencing. You honestly never need to set it that high anyway
This is definitely still applicable in the 14w### Snapshots. Please consider looking into the problem. I am testing my minigame, and the only way to fix it is to relog.
To better document this issue, this occurs for any player selector including @p, @r, @e, and @a. Hopefully, this will get fixed in 1.8. It has been around for a while, so we will see what happens.
If Mojang does not want to go this route, they could add a feature to scoreboard players test to test between two objectives for >, <, =, or ><. It would be a very nice addition to the amazing features that 1.8 is adding.
Can confirm for 14w27b. Please fix this as this is definitely needed for my Labels on my scoreboard. White names make it look terrible.
Can Confirm
Can confirm this. They are spawning inside of lava.
Figured i'd add my two sense. If this is Works as Intended, I believe it should not be because Map Maker's can not remove these for the item names. If you need to do an item like this: Sword (Lvl 2), it would have to look like this: [Sword (Lvl 2)] which looks pretty stupid. Please consider this as a bug
In order for that to happen, You have to not define the Count tag. ALWAYS define the tag or you will not be able to get the item.
/summon Item -999 68 1017 {Item:
{id:sponge,Count:1},Riding:{id:Silverfish}}
That will spawn a silverfish with a sponge on top that you can pick up, but you also don't have to kill the mob. This can be done, but not as easily.
The problem that I see with it is a lack of configurability for map makers. No longer can we use brackets like Sword (Stone) as it will look really odd inside brackets. It also breaks colored item names as they render white which sometimes looks terrible depending on the item. If map maker's wanted brackets, we could easily custom name items with brackets.
Can confirm for 14w32