Frank Steffahn
- fdsteffahn
- fdsteffahn
- Europe/Stockholm
- Yes
- No
I execute the command
"/fill ~ ~ ~ ~ ~ ~ sand 0 replace stone"
and I get:
"0 blocks filled" - so a success.
I execute the command:
"/fill ~ ~ ~ ~ ~ ~ hopper 0 replace stone"
and it says:
"Data tag parsing failed: Unable to locate name/value seperator for string: stone"I execute the command:
"/fill ~ ~ ~ ~ ~ ~ sand 0 replace stone"
and I get:
"0 blocks filled" - so a success.
I execute the command:
"/fill ~ ~ ~ ~ ~ ~ hopper 0 replace stone"
and it says:
"Data tag parsing failed: Unable to locate name/value seperator for string: stone"
I execute the command:
"/fill ~ ~ ~ ~ ~ ~ sand 0 replace stone"
and I get:
"0 blocks filled" - so a success.
I execute the command:
"/fill ~ ~ ~ ~ ~ ~ hopper 0 replace stone"
and it says:
"Data tag parsing failed: Unable to locate name/value seperator for string: stone"I execute the command:
/fill ~ ~ ~ ~ ~ ~ sand 0 replace stone
and I get:
"0 blocks filled" - so a success.
I execute the command:
"/fill ~ ~ ~ ~ ~ ~ hopper 0 replace stone"
and it says:
"Data tag parsing failed: Unable to locate name/value seperator for string: stone"
I execute the command:
/fill ~ ~ ~ ~ ~ ~ sand 0 replace stone
and I get:
"0 blocks filled" - so a success.
I execute the command:
"/fill ~ ~ ~ ~ ~ ~ hopper 0 replace stone"
and it says:
"Data tag parsing failed: Unable to locate name/value seperator for string: stone"
I execute the command:
/fill ~ ~ ~ ~ ~ ~ sand 0 replace stone
and I get:
"0 blocks filled" - so a success.
I execute the command:
"/fill ~ ~ ~ ~ ~ ~ hopper 0 replace stone"
and it says:
"Data tag parsing failed: Unable to locate name/value seperator for string: stone"
I execute the command:
/fill ~ ~ ~ ~ ~ ~ sand 0 replace stoneand I get:"0 blocks filled" - so a success.I execute the command:"/fill ~ ~ ~ ~ ~ ~ hopper 0 replace stone"and it says:"Data tag parsing failed: Unable to locate name/value seperator for string: stone"I execute the command:
/fill ~ ~ ~ ~ ~ ~ sand 0 replace stone
and I get:
0 blocks filled - so a success.
I execute the command:
/fill ~ ~ ~ ~ ~ ~ hopper 0 replace stone
and it says:
Data tag parsing failed: Unable to locate name/value seperator for string: stone
I execute the command:
/fill ~ ~ ~ ~ ~ ~ sand 0 replace stone
and I get:
0 blocks filled - so a success.
I execute the command:
/fill ~ ~ ~ ~ ~ ~ hopper 0 replace stone
and it says:
Data tag parsing failed: Unable to locate name/value seperator for string: stoneI execute the command: /fill ~ ~ ~ ~ ~ ~ sand 0 replace stone
and I get:
0 blocks filled - so a success.
I execute the command:
/fill ~ ~ ~ ~ ~ ~ hopper 0 replace stone
and it says:
Data tag parsing failed: Unable to locate name/value seperator for string: stone
I execute the command: /fill ~ ~ ~ ~ ~ ~ sand 0 replace stone
and I get:
0 blocks filled - so a success.
I execute the command:
/fill ~ ~ ~ ~ ~ ~ hopper 0 replace stone
and it says:
Data tag parsing failed: Unable to locate name/value seperator for string: stoneI execute the command: /fill ~ ~ ~ ~ ~ ~ sand 0 replace stone
and I get:
0 blocks filled - so a success.
I execute the command: /fill ~ ~ ~ ~ ~ ~ hopper 0 replace stone
and it says:
Data tag parsing failed: Unable to locate name/value seperator for string: stone
I execute the command: /fill ~ ~ ~ ~ ~ ~ sand 0 replace stone
and I get:
0 blocks filled - so a success.
I execute the command: /fill ~ ~ ~ ~ ~ ~ hopper 0 replace stone
and it says:
Data tag parsing failed: Unable to locate name/value seperator for string: stoneI execute the command: /fill ~ ~ ~ ~ ~ ~ sand 0 replace stone
and I get: 0 blocks filled - so a success.
I execute the command: /fill ~ ~ ~ ~ ~ ~ hopper 0 replace stone
and it says: Data tag parsing failed: Unable to locate name/value seperator for string: stone
I execute the command: /fill ~ ~ ~ ~ ~ ~ sand 0 replace stone
and I get: 0 blocks filled - so a success.
I execute the command: /fill ~ ~ ~ ~ ~ ~ hopper 0 replace stone
and it says: Data tag parsing failed: Unable to locate name/value seperator for string: stone
So it fails, even though I only changed sand to hopper.
I execute the command: /fill ~ ~ ~ ~ ~ ~ sand 0 replace stone
and I get: 0 blocks filled - so a success.
I execute the command: /fill ~ ~ ~ ~ ~ ~ hopper 0 replace stone
and it says: Data tag parsing failed: Unable to locate name/value seperator for string: stone
So it fails, even though I only changed sand to hopper.I execute the command: /fill ~ ~ ~ ~ ~ ~ sand 0 replace stone
and I get: 0 blocks filled - so a success.
I execute the command: /fill ~ ~ ~ ~ ~ ~ hopper 0 replace stone
and it says: Data tag parsing failed: Unable to locate name/value seperator for string: stone
So it fails, even though I only changed sand to hopper!
I execute the command: /fill ~ ~ ~ ~ ~ ~ sand 0 replace stone
and I get: 0 blocks filled - so a success.
I execute the command: /fill ~ ~ ~ ~ ~ ~ hopper 0 replace stone
and it says: Data tag parsing failed: Unable to locate name/value seperator for string: stone
So it fails, even though I only changed sand to hopper !
I execute the command: /fill ~ ~ ~ ~ ~ ~ sand 0 replace stone
and I get: 0 blocks filled - so a success.
I execute the command: /fill ~ ~ ~ ~ ~ ~ hopper 0 replace stone
and it says: Data tag parsing failed: Unable to locate name/value seperator for string: stone
So it fails, even though I only changed sand to hopper !I execute the command: /fill ~ ~ ~ ~ ~ ~ sand 0 replace stone
and I get: 0 blocks filled - so a success.
I execute the command: /fill ~ ~ ~ ~ ~ ~ hopper 0 replace stone
and it says: Data tag parsing failed: Unable to locate name/value seperator for string: stone
- so it fails, even though I only changed* sand to hopper !
I execute the command: /fill ~ ~ ~ ~ ~ ~ sand 0 replace stone
and I get: 0 blocks filled - so a success.
I execute the command: /fill ~ ~ ~ ~ ~ ~ hopper 0 replace stone
and it says: Data tag parsing failed: Unable to locate name/value seperator for string: stone
- so it fails, even though I only changed* sand to hopper !
I execute the command: /fill ~ ~ ~ ~ ~ ~ sand 0 replace stone
and I get: 0 blocks filled - so a success.
I execute the command: /fill ~ ~ ~ ~ ~ ~ hopper 0 replace stone
and it says: Data tag parsing failed: Unable to locate name/value seperator for string: stone
- - so it fails, even though I only changed* sand to hopper !
I execute the command: /fill ~ ~ ~ ~ ~ ~ sand 0 replace stone
and I get: 0 blocks filled - so a success.
I execute the command: /fill ~ ~ ~ ~ ~ ~ hopper 0 replace stone
and it says: Data tag parsing failed: Unable to locate name/value seperator for string: stone
- - so it fails, even though I only changed* sand to hopper !
I execute the command: /fill ~ ~ ~ ~ ~ ~ sand 0 replace stone
and I get: 0 blocks filled - so a success.
I execute the command: /fill ~ ~ ~ ~ ~ ~ hopper 0 replace stone
and it says: Data tag parsing failed: Unable to locate name/value seperator for string: stone
- so it fails, even though I only changed sand to hopper !
I execute the command: /fill ~ ~ ~ ~ ~ ~ sand 0 replace stone
and I get: 0 blocks filled - so a success.
I execute the command: /fill ~ ~ ~ ~ ~ ~ hopper 0 replace stone
and it says: Data tag parsing failed: Unable to locate name/value seperator for string: stone
- so it fails, even though I only changed sand to hopper !
I execute the command: /fill ~ ~ ~ ~ ~ ~ sand 0 replace stone
and I get: 0 blocks filled - so a success.
I execute the command: /fill ~ ~ ~ ~ ~ ~ hopper 0 replace stone
and it says: Data tag parsing failed: Unable to locate name/value seperator for string: stone
- so it fails, even though I only changed sand to hopper !
I execute the command: /fill ~ ~ ~ ~ ~ ~ sand 0 replace stone
and I get: 0 blocks filled - so a success.
I execute the command: /fill ~ ~ ~ ~ ~ ~ hopper 0 replace stone
and it says: Data tag parsing failed: Unable to locate name/value seperator for string: stone
so it fails, even though I only changed sand to hopper !
"/fill ... replace ..." with blocks that support data tags doesn't parse correctly
"/fill ... replace ..."withblocks that support data tagsdoesn't parse correctly"/fill ... replace ..." doesn't parse correctly for blocks that support data tags
If I use the commands:
- say @e[type=!Player,c=1]
- say @e[type=!Player,c=2]
while I have a few other entities in my world I get their names as output into the chat as expected.
While the dummy objective "o" exists, if I do:- {{scoreboard players set @e[type=!Player,c=1] o 1
I get: "That player cannot be found"
Whereas:- {{scoreboard players set @e[type=!Player,c=2] o 1
works like intended.If I use the commands:
- say @e[type=!Player,c=1]
- say @e[type=!Player,c=2]
while I have a few other entities in my world I get their names as output into the chat as expected.
While the dummy objective "o" exists, if I do:
- {{scoreboard players set @e[type=!Player,c=1] o 1
I get: "That player cannot be found"
Whereas:
- {{scoreboard players set @e[type=!Player,c=2] o 1
works like intended.
If I use the commands:
- say @e[type=!Player,c=1]
- say @e[type=!Player,c=2]
while I have a few other entities in my world I get their names as output into the chat as expected.
While the dummy objective "o" exists, if I do:
- {{scoreboard players set @e[type=!Player,c=1] o 1
I get: "That player cannot be found"
Whereas:
- {{scoreboard players set @e[type=!Player,c=2] o 1
works like intended.
If I use the commands:
- say @e[type=!Player,c=1]
- say @e[type=!Player,c=2]
while I have a few other entities in my world I get their names as output into the chat as expected.
While the dummy objective "o" exists, if I do:
- {{scoreboard players set @e[type=!Player,c=1] o 1
I get: "That player cannot be found"
Whereas:
- {{scoreboard players set @e[type=!Player,c=2] o 1
works like intended and successfully sets the appropriate two scores.
If I use the commands:
- say @e[type=!Player,c=1]
- say @e[type=!Player,c=2]
while I have a few other entities in my world I get their names as output into the chat as expected.
While the dummy objective "o" exists, if I do:
- {{scoreboard players set @e[type=!Player,c=1] o 1
I get: "That player cannot be found"
Whereas:
- {{scoreboard players set @e[type=!Player,c=2] o 1
works like intended and successfully sets the appropriate two scores.
If I use the commands:
– say @e[type=!Player,c=1]
– say @e[type=!Player,c=2]
while I have a few other entities in my world I get their names as output into the chat as expected.
While the dummy objective "o" exists, if I do:
- {{scoreboard players set @e[type=!Player,c=1] o 1
I get: "That player cannot be found"
Whereas:
- {{scoreboard players set @e[type=!Player,c=2] o 1
works like intended and successfully sets the appropriate two scores.
If I use the commands:
– say @e[type=!Player,c=1]
– say @e[type=!Player,c=2]
while I have a few other entities in my world I get their names as output into the chat as expected.
While the dummy objective "o" exists, if I do:
- {{scoreboard players set @e[type=!Player,c=1] o 1
I get: "That player cannot be found"
Whereas:
- {{scoreboard players set @e[type=!Player,c=2] o 1
works like intended and successfully sets the appropriate two scores.
If I use the commands:
– say @e[type=!Player,c=1]
– say @e[type=!Player,c=2]
while I have a few other entities in my world I get their names as output into the chat as expected.
While the dummy objective "o" exists, if I do:
– {{scoreboard players set @e[type=!Player,c=1] o 1
I get: "That player cannot be found"
Whereas:
– {{scoreboard players set @e[type=!Player,c=2] o 1
works like intended and successfully sets the appropriate two scores.
If I use the commands:
– say @e [type=!Player,c=1]
– say @e [type=!Player,c=2]
while I have a few other entities in my world I get their names as output into the chat as expected.
While the dummy objective "o" exists, if I do:
– {{scoreboard players set @e [type=!Player,c=1] o 1
I get: " That player cannot be found "
Whereas:
– {{scoreboard players set @e [type=!Player,c=2] o 1
works like intended and successfully sets the appropriate two scores.If I use the commands:
– say @e [type=!Player,c=1]
– say @e [type=!Player,c=2]
while I have a few other entities in my world I get their names as output into the chat as expected.
While the dummy objective "o" exists, if I do:
– scoreboard players set @e [type=!Player,c=1] o 1
I get: " That player cannot be found "
Whereas:
– scoreboard players set @e [type=!Player,c=2] o 1
works like intended and successfully sets the appropriate two scores.
If I use the commands:
– say @e [type=!Player,c=1]
– say @e [type=!Player,c=2]
while I have a few other entities in my world I get their names as output into the chat as expected.
While the dummy objective "o" exists, if I do:
– scoreboard players set @e [type=!Player,c=1] o 1
I get: " That player cannot be found "
Whereas:
– scoreboard players set @e [type=!Player,c=2] o 1
works like intended and successfully sets the appropriate two scores.If I use the commands:
– say @e [type=!Player,c=1]
– say @e [type=!Player,c=2]
while I have a few other entities in my world I get their names as output into the chat as expected.
While the dummy objective "o" exists, if I do:
– scoreboard players set @e [type=!Player,c=1] o 1
I get: " That player cannot be found "
Whereas:
– scoreboard players set @e [type=!Player,c=2] o 1
works like intended and successfully sets the appropriate two scores.
The same error applies for:
– scoreboard players add @e [type=!Player,c=2] o 1
– scoreboard players remove @e [type=!Player,c=2] o 1
– scoreboard players operation @e [type=!Player,c=2] o += a o
If I use the commands:
– say @e [type=!Player,c=1]
– say @e [type=!Player,c=2]
while I have a few other entities in my world I get their names as output into the chat as expected.
While the dummy objective "o" exists, if I do:
– scoreboard players set @e [type=!Player,c=1] o 1
I get: " That player cannot be found "
Whereas:
– scoreboard players set @e [type=!Player,c=2] o 1
works like intended and successfully sets the appropriate two scores.
The same error applies for:
– scoreboard players add @e [type=!Player,c=2] o 1
– scoreboard players remove @e [type=!Player,c=2] o 1
– scoreboard players operation @e [type=!Player,c=2] o += a oIf I use the commands:
– say @e [type=!Player,c=1]
– say @e [type=!Player,c=2]
while I have a few other entities in my world I get their names as output into the chat as expected.
While the dummy objective "o" exists, if I do:
– scoreboard players set @e [type=!Player,c=1] o 1
I get: " That player cannot be found "
Whereas:
– scoreboard players set @e [type=!Player,c=2] o 1
works like intended and successfully sets the appropriate two scores.
From my testing so far the same error applies for:
– scoreboard players add @e [type=!Player,c=2] o 1
– scoreboard players remove @e [type=!Player,c=2] o 1
– scoreboard players operation @e [type=!Player,c=2] o += a o
If I use the commands:
– say @e [type=!Player,c=1]
– say @e [type=!Player,c=2]
while I have a few other entities in my world I get their names as output into the chat as expected.
While the dummy objective "o" exists, if I do:
– scoreboard players set @e [type=!Player,c=1] o 1
I get: " That player cannot be found "
Whereas:
– scoreboard players set @e [type=!Player,c=2] o 1
works like intended and successfully sets the appropriate two scores.
From my testing so far the same error applies for:
– scoreboard players add @e [type=!Player,c=2] o 1
– scoreboard players remove @e [type=!Player,c=2] o 1
– scoreboard players operation @e [type=!Player,c=2] o += a oIf I use the commands:
– say @e [type=!Player,c=1]
– say @e [type=!Player,c=2]
while I have a few other entities in my world I get their names as output into the chat as expected.While the dummy objective "o" exists, if I do:
– scoreboard players set @e [type=!Player,c=1] o 1
I get: " That player cannot be found "
Whereas:
– scoreboard players set @e [type=!Player,c=2] o 1
works like intended and successfully sets the appropriate two scores.From my testing so far the same error applies for:
– scoreboard players add @e [type=!Player,c=2] o 1
– scoreboard players remove @e [type=!Player,c=2] o 1
– scoreboard players operation @e [type=!Player,c=2] o += a o
If I use the commands:
– say @e[type=!Player,c=1]
– say @e[type=!Player,c=2]
while I have a few other entities in my world I get their names as output into the chat as expected.While the dummy objective "o" exists, if I do:
– scoreboard players set @e[type=!Player,c=1] o 1
I get: "That player cannot be found"
Whereas:
– scoreboard players set @e[type=!Player,c=2] o 1
works like intended and successfully sets the appropriate two scores.From my testing so far the same error applies for:
– scoreboard players add @e[type=!Player,c=2] o 1
– scoreboard players remove @e[type=!Player,c=2] o 1
– scoreboard players operation @e[type=!Player,c=2] o += a o
If I use the commands:
– say @e[type=!Player,c=1]
– say @e[type=!Player,c=2]
while I have a few other entities in my world I get their names as output into the chat as expected.While the dummy objective "o" exists, if I do:
– scoreboard players set @e[type=!Player,c=1] o 1
I get: "That player cannot be found"
Whereas:– scoreboard players set @e[type=!Player,c=2] o 1
works like intended and successfully sets the appropriate two scores.From my testing so far the same error applies for:
– scoreboard players add @e[type=!Player,c=2] o 1
– scoreboard players remove @e[type=!Player,c=2] o 1
– scoreboard players operation @e[type=!Player,c=2] o += a oIf I use the commands:
– say @e[type=!Player,c=1]
– say @e[type=!Player,c=2]while I have a few other entities in my world I get their names as output into the chat as expected.
While the dummy objective "o" exists, if I do:
– scoreboard players set @e[type=!Player,c=1] o 1
I get: "That player cannot be found"
Whereas:– scoreboard players set @e[type=!Player,c=2] o 1
works like intended and successfully sets the appropriate two scores.
From my testing so far the same error applies for:
– scoreboard players add @e[type=!Player,c=2] o 1
– scoreboard players remove @e[type=!Player,c=2] o 1
– scoreboard players operation @e[type=!Player,c=2] o += a o
If I use the commands:
– say @e[type=!Player,c=1]
– say @e[type=!Player,c=2]while I have a few other entities in my world I get their names as output into the chat as expected.
While the dummy objective "o" exists, if I do:
– scoreboard players set @e[type=!Player,c=1] o 1
I get: "That player cannot be found"
Whereas:
– scoreboard players set @e[type=!Player,c=2] o 1works like intended and successfully sets the appropriate two scores.
From my testing so far the same error applies for:
– scoreboard players add @e[type=!Player,c=2] o 1
– scoreboard players remove @e[type=!Player,c=2] o 1
– scoreboard players operation @e[type=!Player,c=2] o += a oIf I use the commands:
– say @e[type=!Player,c=1]
– say @e[type=!Player,c=2]
while I have a few other entities in my world I get their names as output into the chat as expected.While the dummy objective "o" exists, if I do:
– scoreboard players set @e[type=!Player,c=1] o 1
I get: "That player cannot be found"
Whereas:
– scoreboard players set @e[type=!Player,c=2] o 1
works like intended and successfully sets the appropriate two scores.From my testing so far the same error applies for:
– scoreboard players add @e[type=!Player,c=2] o 1
– scoreboard players remove @e[type=!Player,c=2] o 1
– scoreboard players operation @e[type=!Player,c=2] o += a o
If I use the commands:
– say @e[type=!Player,c=1]
– say @e[type=!Player,c=2]
while I have a few other entities in my world I get their names as output into the chat as expected.While the dummy objective "o" exists, if I do:
– scoreboard players set @e[type=!Player,c=1] o 1
I get: "That player cannot be found"
Whereas:
– scoreboard players set @e[type=!Player,c=2] o 1
works like intended and successfully sets the appropriate two scores.From my testing so far the same error applies for:
– scoreboard players add @e[type=!Player,c=2] o 1
– scoreboard players remove @e[type=!Player,c=2] o 1
– scoreboard players operation @e[type=!Player,c=2] o += a oIf I use the commands:
– say @e[type=!Player,c=1]
– say @e[type=!Player,c=2]
while I have a few other entities in my world I get their names as output into the chat as expected.While the dummy objective "o" exists, if I do:
– scoreboard players set @e[type=!Player,c=1] o 1
I get: "That player cannot be found"
Whereas:
– scoreboard players set @e[type=!Player,c=2] o 1
works like intended and successfully sets the appropriate two scores.From my testing so far the same error applies for:
– scoreboard players add @e[type=!Player,c=1] o 1
– scoreboard players remove @e[type=!Player,c=1] o 1
– scoreboard players operation @e[type=!Player,c=1] o += a o
The @e selector is buggy in "/scoreboard player".
If I use the commands:
– say @e[type=!Player,c=1]
– say @e[type=!Player,c=2]
while I have a few other entities in my world I get their names as output into the chat as expected.While the dummy objective "o" exists, if I do:
– scoreboard players set @e[type=!Player,c=1] o 1
I get: "That player cannot be found"
Whereas:
– scoreboard players set @e[type=!Player,c=2] o 1
works like intended and successfully sets the appropriate two scores.From my testing so far the same error applies for:
– scoreboard players add @e[type=!Player,c=1] o 1
– scoreboard players remove @e[type=!Player,c=1] o 1
– scoreboard players operation @e[type=!Player,c=1] o += a o
as for -= *= /= %= of course.
Also with anything else for type:
– say @e[type=MinecartRideable,c=1]
If I use the commands:
– say @e[type=!Player,c=1]
– say @e[type=!Player,c=2]
while I have a few other entities in my world I get their names as output into the chat as expected.While the dummy objective "o" exists, if I do:
– scoreboard players set @e[type=!Player,c=1] o 1
I get: "That player cannot be found"
Whereas:
– scoreboard players set @e[type=!Player,c=2] o 1
works like intended and successfully sets the appropriate two scores.From my testing so far the same error applies for:
– scoreboard players add @e[type=!Player,c=1] o 1
– scoreboard players remove @e[type=!Player,c=1] o 1
– scoreboard players operation @e[type=!Player,c=1] o += a oas for -= *= /= %=of course.
Also with anything else for type:
– say @e[type=MinecartRideable,c=1]If I use the commands:
– say @e[type=!Player,c=1]
– say @e[type=!Player,c=2]
while I have a few other entities in my world I get their names as output into the chat as expected.While the dummy objective "o" exists, if I do:
– scoreboard players set @e[type=!Player,c=1] o 1
I get: "That player cannot be found"
Whereas:
– scoreboard players set @e[type=!Player,c=2] o 1
works like intended and successfully sets the appropriate two scores.From my testing so far the same error applies for:
– scoreboard players add @e[type=!Player,c=1] o 1
– scoreboard players remove @e[type=!Player,c=1] o 1
– scoreboard players operation @e[type=!Player,c=1] o += a o
as for -=, *=, /= }}and{{ %= of course.
Also with anything else for type:
– say @e[type=MinecartRideable,c=1]
If I use the commands:
– say @e[type=!Player,c=1]
– say @e[type=!Player,c=2]
while I have a few other entities in my world I get their names as output into the chat as expected.While the dummy objective "o" exists, if I do:
– scoreboard players set @e[type=!Player,c=1] o 1
I get: "That player cannot be found"
Whereas:
– scoreboard players set @e[type=!Player,c=2] o 1
works like intended and successfully sets the appropriate two scores.From my testing so far the same error applies for:
– scoreboard players add @e[type=!Player,c=1] o 1
– scoreboard players remove @e[type=!Player,c=1] o 1
– scoreboard players operation @e[type=!Player,c=1] o += a o
as for -=, *=, /=}}and{{ %=of course.
Also with anything else for type:
– say @e[type=MinecartRideable,c=1]If I use the commands:
– say @e[type=!Player,c=1]
– say @e[type=!Player,c=2]
while I have a few other entities in my world I get their names as output into the chat as expected.While the dummy objective "o" exists, if I do:
– scoreboard players set @e[type=!Player,c=1] o 1
I get: "That player cannot be found"
Whereas:
– scoreboard players set @e[type=!Player,c=2] o 1
works like intended and successfully sets the appropriate two scores.From my testing so far the same error applies for:
– scoreboard players add @e[type=!Player,c=1] o 1
– scoreboard players remove @e[type=!Player,c=1] o 1
– scoreboard players operation @e[type=!Player,c=1] o += a o
as for -=, *=, /= and %= of course.
Also with anything else for type:
– say @e[type=MinecartRideable,c=1]
If I use the commands:
– say @e[type=!Player,c=1]
– say @e[type=!Player,c=2]
while I have a few other entities in my world I get their names as output into the chat as expected.While the dummy objective "o" exists, if I do:
– scoreboard players set @e[type=!Player,c=1] o 1
I get: "That player cannot be found"
Whereas:
– scoreboard players set @e[type=!Player,c=2] o 1
works like intended and successfully sets the appropriate two scores.From my testing so far the same error applies for:
– scoreboard players add @e[type=!Player,c=1] o 1
– scoreboard players remove @e[type=!Player,c=1] o 1
– scoreboard players operation @e[type=!Player,c=1] o += a o
as for -=, *=, /=and%= of course.
Also with anything else for type:
– say @e[type=MinecartRideable,c=1]If I use the commands:
– say @e[type=!Player,c=1]
– say @e[type=!Player,c=2]
while I have a few other entities in my world I get their names as output into the chat as expected.While the dummy objective "o" exists, if I do:
– scoreboard players set @e[type=!Player,c=1] o 1
I get: "That player cannot be found"
Whereas:
– scoreboard players set @e[type=!Player,c=2] o 1
works like intended and successfully sets the appropriate two scores.From my testing so far the same error applies for:
– scoreboard players add @e[type=!Player,c=1] o 1
– scoreboard players remove @e[type=!Player,c=1] o 1
– scoreboard players operation @e[type=!Player,c=1] o += a o
as for -=, *=, /= and %= of course.
Also with anything else for type:
– say @e[type=MinecartRideable,c=1]
If I use the commands:
– say @e[type=!Player,c=1]
– say @e[type=!Player,c=2]
while I have a few other entities in my world I get their names as output into the chat as expected.While the dummy objective "o" exists, if I do:
– scoreboard players set @e[type=!Player,c=1] o 1
I get: "That player cannot be found"
Whereas:
– scoreboard players set @e[type=!Player,c=2] o 1
works like intended and successfully sets the appropriate two scores.From my testing so far the same error applies for:
– scoreboard players add @e[type=!Player,c=1] o 1
– scoreboard players remove @e[type=!Player,c=1] o 1
– scoreboard players operation @e[type=!Player,c=1] o += a o
as for -=, *=, /= and %= of course.
Also with anything else for type:
– say @e[type=MinecartRideable,c=1]If I use the commands:
– say @e[type=!Player,c=1]
– say @e[type=!Player,c=2]
while I have a few other entities in my world I get their names as output into the chat as expected.While the dummy objective "o" exists, if I do:
– scoreboard players set @e[type=!Player,c=1] o 1
I get: "That player cannot be found"
Whereas:
– scoreboard players set @e[type=!Player,c=2] o 1
works like intended and successfully sets the appropriate two scores.From my testing so far the same error applies for:
– scoreboard players add @e[type=!Player,c=1] o 1
– scoreboard players remove @e[type=!Player,c=1] o 1
– scoreboard players operation @e[type=!Player,c=1] o += a o
as for -=, *=, /= and %= of course.
Also with anything else for type:
– say @e[type=MinecartRideable,c=1]
If I use the commands:
– say @e[type=!Player,c=1]
– say @e[type=!Player,c=2]
while I have a few other entities in my world I get their names as output into the chat as expected.While the dummy objective "o" exists, if I do:
– scoreboard players set @e[type=!Player,c=1] o 1
I get: "That player cannot be found"
Whereas:
– scoreboard players set @e[type=!Player,c=2] o 1
works like intended and successfully sets the appropriate two scores.From my testing so far the same error applies for:
– scoreboard players add @e[type=!Player,c=1] o 1
– scoreboard players remove @e[type=!Player,c=1] o 1
– scoreboard players operation @e[type=!Player,c=1] o += a o
as for -=, *=, /= and %= of course.
Also with anything else for type:
– say @e[type=MinecartRideable,c=1]If I use the commands:
- say @e[type=!Player,c=1]*
- say @e[type=!Player,c=2]
while I have a few other entities in my world I get their names as output into the chat as expected.While the dummy objective "o" exists, if I do:
– scoreboard players set @e[type=!Player,c=1] o 1
I get: "That player cannot be found"
Whereas:
– scoreboard players set @e[type=!Player,c=2] o 1
works like intended and successfully sets the appropriate two scores.From my testing so far the same error applies for:
– scoreboard players add @e[type=!Player,c=1] o 1
– scoreboard players remove @e[type=!Player,c=1] o 1
– scoreboard players operation @e[type=!Player,c=1] o += a o
as for -=, *=, /= and %= of course.
Also with anything else for type:
– say @e[type=MinecartRideable,c=1]
If I use the commands:
- say @e[type=!Player,c=1]*
- say @e[type=!Player,c=2]
while I have a few other entities in my world I get their names as output into the chat as expected.While the dummy objective "o" exists, if I do:
– scoreboard players set @e[type=!Player,c=1] o 1
I get: "That player cannot be found"
Whereas:
– scoreboard players set @e[type=!Player,c=2] o 1
works like intended and successfully sets the appropriate two scores.From my testing so far the same error applies for:
– scoreboard players add @e[type=!Player,c=1] o 1
– scoreboard players remove @e[type=!Player,c=1] o 1
– scoreboard players operation @e[type=!Player,c=1] o += a o
as for -=, *=, /= and %= of course.
Also with anything else for type:
– say @e[type=MinecartRideable,c=1]If I use the commands:
– say @e[type=!Player,c=1]
– say @e[type=!Player,c=2]
while I have a few other entities in my world I get their names as output into the chat as expected.While the dummy objective "o" exists, if I do:
– scoreboard players set @e[type=!Player,c=1] o 1
I get: "That player cannot be found"
Whereas:
– scoreboard players set @e[type=!Player,c=2] o 1
works like intended and successfully sets the appropriate two scores.From my testing so far the same error applies for:
– scoreboard players add @e[type=!Player,c=1] o 1
– scoreboard players remove @e[type=!Player,c=1] o 1
– scoreboard players operation @e[type=!Player,c=1] o += a o
as for -=, *=, /= and %= of course.
Also with anything else for type:
– say @e[type=MinecartRideable,c=1]
If I use the commands:
– say @e[type=!Player,c=1]
– say @e[type=!Player,c=2]
while I have a few other entities in my world I get their names as output into the chat as expected.While the dummy objective "o" exists, if I do:
– scoreboard players set @e[type=!Player,c=1] o 1
I get:"That player cannot be found"
Whereas:
– scoreboard players set @e[type=!Player,c=2] o 1
works like intended and successfully sets the appropriate two scores.From my testing so far the same error applies for:
– scoreboard players add @e[type=!Player,c=1] o 1
– scoreboard players remove @e[type=!Player,c=1] o 1
– scoreboard players operation @e[type=!Player,c=1] o += a o
as for -=, *=, /= and %= of course.
Also with anything else for type:
– say @e[type=MinecartRideable,c=1]If I use the commands:
– say @e[type=!Player,c=1]
– say @e[type=!Player,c=2]
while I have a few other entities in my world I get their names as output into the chat as expected.While the dummy objective "o" exists, if I do:
– scoreboard players set @e[type=!Player,c=1] o 1
I get: "That player cannot be found"
Whereas:
– scoreboard players set @e[type=!Player,c=2] o 1
works like intended and successfully sets the appropriate two scores.From my testing so far the same error applies for:
– scoreboard players add @e[type=!Player,c=1] o 1
– scoreboard players remove @e[type=!Player,c=1] o 1
– scoreboard players operation @e[type=!Player,c=1] o += a o
as for -=, *=, /= and %= of course.
Also with anything else for type:
– say @e[type=MinecartRideable,c=1]
If I use the commands:
– say @e[type=!Player,c=1]
– say @e[type=!Player,c=2]
while I have a few other entities in my world I get their names as output into the chat as expected.While the dummy objective "o" exists, if I do:
– scoreboard players set @e[type=!Player,c=1] o 1
I get: "That player cannot be found"
Whereas:
– scoreboard players set @e[type=!Player,c=2] o 1
works like intended and successfully sets the appropriate two scores.From my testing so far the same error applies for:
– scoreboard players add @e[type=!Player,c=1] o 1
– scoreboard players remove @e[type=!Player,c=1] o 1
– scoreboard players operation @e[type=!Player,c=1] o += a o
as for -=, *=,/= and %= of course.
Also with anything else for type:
– say @e[type=MinecartRideable,c=1]If I use the commands:
– say @e[type=!Player,c=1]
– say @e[type=!Player,c=2]
while I have a few other entities in my world I get their names as output into the chat as expected.While the dummy objective "o" exists, if I do:
– scoreboard players set @e[type=!Player,c=1] o 1
I get: "That player cannot be found"
Whereas:
– scoreboard players set @e[type=!Player,c=2] o 1
works like intended and successfully sets the appropriate two scores.From my testing so far the same error applies for:
– scoreboard players add @e[type=!Player,c=1] o 1
– scoreboard players remove @e[type=!Player,c=1] o 1
– scoreboard players operation @e[type=!Player,c=1] o += a o
as for *-=, =, */= and %= of course.
Also with anything else for type:
– say @e[type=MinecartRideable,c=1]
If I use the commands:
– say @e[type=!Player,c=1]
– say @e[type=!Player,c=2]
while I have a few other entities in my world I get their names as output into the chat as expected.While the dummy objective "o" exists, if I do:
– scoreboard players set @e[type=!Player,c=1] o 1
I get: "That player cannot be found"
Whereas:
– scoreboard players set @e[type=!Player,c=2] o 1
works like intended and successfully sets the appropriate two scores.From my testing so far the same error applies for:
– scoreboard players add @e[type=!Player,c=1] o 1
– scoreboard players remove @e[type=!Player,c=1] o 1
– scoreboard players operation @e[type=!Player,c=1] o += a o
as for *-=, =, */= and %= of course.
Also with anything else for type:
– say @e[type=MinecartRideable,c=1]If I use the commands:
– say @e[type=!Player,c=1]
– say @e[type=!Player,c=2]
while I have a few other entities in my world I get their names as output into the chat as expected.While the dummy objective "o" exists, if I do:
– scoreboard players set @e[type=!Player,c=1] o 1
I get: "That player cannot be found"
Whereas:
– scoreboard players set @e[type=!Player,c=2] o 1
works like intended and successfully sets the appropriate two scores.
—
From my testing so far the same error applies for:
– scoreboard players add @e[type=!Player,c=1] o 1
– scoreboard players remove @e[type=!Player,c=1] o 1
– scoreboard players operation @e[type=!Player,c=1] o += a o
as for *-=, =, */= and %= of course.
Also with anything else for type:
– say @e[type=MinecartRideable,c=1]
If I use the commands:
– say @e[type=!Player,c=1]
– say @e[type=!Player,c=2]
while I have a few other entities in my world I get their names as output into the chat as expected.While the dummy objective "o" exists, if I do:
– scoreboard players set @e[type=!Player,c=1] o 1
I get: "That player cannot be found"
Whereas:
– scoreboard players set @e[type=!Player,c=2] o 1
works like intended and successfully sets the appropriate two scores.
—From my testing so far the same error applies for:
– scoreboard players add @e[type=!Player,c=1] o 1
– scoreboard players remove @e[type=!Player,c=1] o 1
– scoreboard players operation @e[type=!Player,c=1] o += a o
as for *-=, =, */= and %= of course.
Also with anything else for type:
– say @e[type=MinecartRideable,c=1]If I use the commands:
– say @e[type=!Player,c=1]
– say @e[type=!Player,c=2]
while I have a few other entities in my world I get their names as output into the chat as expected.While the dummy objective "o" exists, if I do:
– scoreboard players set @e[type=!Player,c=1] o 1
I get: "That player cannot be found"
Whereas:
– scoreboard players set @e[type=!Player,c=2] o 1
works like intended and successfully sets the appropriate two scores.
From my testing so far the same error applies for:
– scoreboard players add @e[type=!Player,c=1] o 1
– scoreboard players remove @e[type=!Player,c=1] o 1
– scoreboard players operation @e[type=!Player,c=1] o += a o
as for *-=, =, */= and %= of course.
Also with anything else for type:
– say @e[type=MinecartRideable,c=1]
If I use the commands:
– say @e[type=!Player,c=1]
– say @e[type=!Player,c=2]
while I have a few other entities in my world I get their names as output into the chat as expected.While the dummy objective "o" exists, if I do:
– scoreboard players set @e[type=!Player,c=1] o 1
I get: "That player cannot be found"
Whereas:
– scoreboard players set @e[type=!Player,c=2] o 1
works like intended and successfully sets the appropriate two scores.
Frommy testing so far the same error applies for:
– scoreboard players add @e[type=!Player,c=1] o 1
– scoreboard players remove @e[type=!Player,c=1] o 1
– scoreboard players operation @e[type=!Player,c=1] o += a o
as for *-=, =, */= and %= of course.
Also with anything else for type:
– say @e[type=MinecartRideable,c=1]If I use the commands:
– say @e[type=!Player,c=1]
– say @e[type=!Player,c=2]
while I have a few other entities in my world I get their names as output into the chat as expected.While the dummy objective "o" exists, if I do:
– scoreboard players set @e[type=!Player,c=1] o 1
I get: "That player cannot be found"
Whereas:
– scoreboard players set @e[type=!Player,c=2] o 1
works like intended and successfully sets the appropriate two scores.
According to my testing so far the same error applies for:
– scoreboard players add @e[type=!Player,c=1] o 1
– scoreboard players remove @e[type=!Player,c=1] o 1
– scoreboard players operation @e[type=!Player,c=1] o += a o
as for *-=, =, */= and %= of course.
Also with anything else for type:
– say @e[type=MinecartRideable,c=1]
The @e selector is buggy in "/scoreboard player" if you specify "type=" and "c=".
If I do a command like
tellraw @a
{text:"Pigs: ",extra:[Unknown macro: {selector}]}
when there are no pigs the command fails with an error message
An unknown error occurred while attempting to perform this command
rather than just displaying
Pigs:
If I do a command like
tellraw @a
Unknown macro: {text}]}
when there are no pigs the command fails with an error message
An unknown error occurred while attempting to perform this command
rather than just displaying
Pigs:
If I do a command like
tellraw @a
Unknown macro: {text}]}
when there are no pigs the command fails with an error message
An unknown error occurred while attempting to perform this command
rather than just displaying
Pigs:
If I do a command like
tellraw @a {text:"Pigs: ",extra:[{selector:"@e[type=Pig]"}]}
when there are no pigs the command fails with an error message
An unknown error occurred while attempting to perform this command
rather than just displaying
Pigs:
If I do a command like
tellraw @a {text:"Pigs: ",extra:[{selector:"@e[type=Pig]"}]}
when there are no pigs the command fails with an error message
An unknown error occurred while attempting to perform this command
rather than just displaying
Pigs:
If I do a command like
tellraw @a {text:"Pigs: ",extra:[{selector:"@e[type=Pig]"}]}
when there are no pigs the command fails with an error message
An unknown error occurred while attempting to perform this command
rather than just displaying
Pigs:
If I do a command like
tellraw @a {text:"Pigs: ",extra:[{selector:"@e[type=Pig]"}]}
when there are no pigs the command fails with an error message
An unknown error occurred while attempting to perform this command
rather than just displaying
Pigs:
If I do a command like
tellraw @a {text:"Pigs: ",extra:[{selector:"@e[type=Pig]"}]}
when there are no pigs the command fails with an error message
An unknown error occurred while attempting to perform this command
rather than just displaying
{{Pigs: }}
If I do a command like
tellraw @a {text:"Pigs: ",extra:[{selector:"@e[type=Pig]"}]}
when there are no pigs the command fails with an error message
An unknown error occurred while attempting to perform this command
rather than just displaying
{{Pigs: }}
If I do a command like
tellraw @a {text:"Pigs: ",extra:[{selector:"@e[type=Pig]"}]}
when there are no pigs the command fails with an error message
An unknown error occurred while attempting to perform this command
rather than just displaying
Pigs:
If I do a command like
tellraw @a {text:"Pigs: ",extra:[{selector:"@e[type=Pig]"}]}
when there are no pigs the command fails with an error message
An unknown error occurred while attempting to perform this command
rather than just displaying
Pigs:
If I do a command like
tellraw @a {text:"Pigs: ",extra:[{selector:"@e[type=Pig]"}]}
when there are no pigs the command fails with an error message
An unknown error occurred while attempting to perform this commandrather than just displaying
Pigs:
If I do a command like
tellraw @a {text:"Pigs: ",extra:[{selector:"@e[type=Pig]"}]}
when there are no pigs the command fails with an error message
An unknown error occurred while attempting to perform this commandrather than just displaying
Pigs:
If I do a command like
tellraw @a {text:"Pigs: ",extra:[{selector:"@e[type=Pig]"}]}
when there are no pigs the command fails with an error message
An unknown error occurred while attempting to perform this commandrather than just displaying
Pigs:
If I do a command like
/tellraw @a {text:"Pigs: ",extra:[{selector:"@e[type=Pig]"}]}
when there are no pigs the command fails with an error message
An unknown error occurred while attempting to perform this command
rather than just displaying
Pigs:
IfI do a command like/tellraw @a {text:"Pigs: ",extra:[{selector:"@e[type=Pig]"}]}
whenthere are no pigs the command fails with an error messageAn unknown error occurred while attempting to perform this command
rather than just displaying
Pigs:
When I do a command like
/tellraw @a {text:"Pigs: ",extra:[{selector:"@e[type=Pig]"}]}
if there are no pigs the command fails with an error message
An unknown error occurred while attempting to perform this command
rather than just displaying
Pigs:
I first pick up a command block with a command in it with ctrl-pickblock and get a entity with the "(+NBT)" information.
Then, later, I use the normal pickblock on a command block while having anything (or even nothing) in the selected slot in the hotbar and rather than getting a blank command block into my inventory it just switches the selected slot to the one with the NBT data.
The problem is that I intended to pick up a blank command block just to place a blank command block then, but what I place then, if I haven't payed attention about that I was still having the block with data in my inventory, is a command block with contents. This is a bug, that comes from the fact that the NBT data in items was introduced after the pickblock mechanics so it doesn't check this property when it tests if it can save inventory space and existing items by just switching to another slot. It is pretty annoying while mapmaking.
I first pick up a command block with a command in it with ctrl-pickblock and get a entity with the "(+NBT)" information.Then, later, I use the normal pickblock on a command block while having anything (or even nothing) in the selected slot in the hotbar and rather than getting a blank command block into my inventory it just switches the selected slot to the one with the NBT data.
The problem is that I intended to pick up a blank command block just to place a blank command block then, but what I place then, if I haven't payed attention about that I was still having the block with data in my inventory, is a command block with contents. This is a bug, that comes from the fact that the NBT data in items was introduced after the pickblock mechanics so it doesn't check this property when it tests if it can save inventory space and existing items by just switching to another slot. It is pretty annoying while mapmaking.
I first pick up a command block with a command in it with ctrl-pickblock and get a entity with the "(+NBT)" information.
Then, later, I use the normal pickblock on a command block while having anything (or even nothing) in the selected slot in the hotbar and rather than getting a blank command block into my inventory it just switches the selected slot to the one with the NBT data.
The problem is that I intended to pick up a blank command block just to place a blank command block then, but what I place then, if I haven't payed attention about that I was still having the block with data in my inventory, is a command block with contents. This is a bug, that comes from the fact that the NBT data in items was introduced after the pickblock mechanics so it doesn't check this property when it tests if it can save inventory space and existing items by just switching to another slot. It is pretty annoying while mapmaking.
I first pick up a command block
with a command in it withctrl-pickblock and get a entity with the "(+NBT)" information.Then, later, I use the normal pickblock on a command block while having anything (or even nothing) in the selected slot in the hotbar and rather than getting a blank command block into my inventory it just switches the selected slot to the one with the NBT data.
The problem is that I intended to pick up a blank command block just to place a blank command block then, but what I place then, if I haven't payed attention about that I was still having the block with data in my inventory, is a command block with contents. This is a bug, that comes from the fact that the NBT data in items was introduced after the pickblock mechanics so it doesn't check this property when it tests if it can save inventory space and existing items by just switching to another slot. It is pretty annoying while mapmaking.
I first pick up a command block with a command in it with ctrl-pickblock and get a entity with the "(+NBT)" information.
Then, later, I use the normal pickblock on any command block while having anything (or even nothing) in the selected slot in the hotbar and rather than getting a blank command block into my inventory it just switches the selected slot to the one with the NBT data.
The problem is that I intended to pick up a blank command block just to place a blank command block then, but what I place then, if I haven't payed attention about that I was still having the block with data in my inventory, is a command block with contents. This is a bug, that comes from the fact that the NBT data in items was introduced after the pickblock mechanics so it doesn't check this property when it tests if it can save inventory space and existing items by just switching to another slot. It is pretty annoying while mapmaking.
I first pick up a command block with a command in it with ctrl-pickblock and get a entity with the "(+NBT)" information.
Then, later, I use the normal pickblock on any command block while having anything (or even nothing) in the selected slot in the hotbar and
rather than getting a blank command block into my inventory it justswitches the selected slot to the one with the NBT data.The problem is that I intended to pick up a blank command block just to place a blank command block then, but what I place then, if I haven't payed attention about that I was still having the block with data in my inventory, is a command block with contents. This is a bug, that comes from the fact that the NBT data in items was introduced after the pickblock mechanics so it doesn't check this property when it tests if it can save inventory space and existing items by just switching to another slot. It is pretty annoying while mapmaking.
I first pick up a command block with a command in it with ctrl-pickblock and get a entity with the "(+NBT)" information.
Then, later, I use the normal pickblock on any command block while having anything (or even nothing) in the selected slot in the hotbar and rather than getting a blank command block into my inventory it just switches the selected slot to the one with the NBT data.
The problem is that I intended to pick up a blank command block just to place a blank command block then, but what I place then, if I haven't payed attention about that I was still having the block with data in my inventory, is a command block with contents. This is a bug, that comes from the fact that the NBT data in items was introduced after the pickblock mechanics so it doesn't check this property when it tests if it can save inventory space and existing items by just switching to another slot. It is pretty annoying while mapmaking.
I first pick up a command block with a command in it with ctrl-pickblock and get a entity with the "(+NBT)" information.
Then, later, I use the normal pickblock on any command block while having anything (or even nothing) in the selected slot in the hotbar and rather than getting a blank
command blockinto my inventory it just switches the selected slot to the one with the NBT data.The problem is that I intended to pick up a blank command block just to place a blank command block then, but what I place then, if I haven't payed attention about that I was still having the block with data in my inventory, is a command block with contents. This is a bug, that comes from the fact that the NBT data in items was introduced after the pickblock mechanics so it doesn't check this property when it tests if it can save inventory space and existing items by just switching to another slot. It is pretty annoying while mapmaking.
I first pick up a command block with a command in it with ctrl-pickblock and get a entity with the "(+NBT)" information.
Then, later, I use the normal pickblock on any command block while having anything (or even nothing) in the selected slot in the hotbar and rather than getting a blank command block into my inventory it just switches the selected slot to the one with the NBT data.
The problem is that I intended to pick up a blank command block just to place a blank command block then, but what I place then, if I haven't payed attention about that I was still having the block with data in my inventory, is a command block with contents. This is a bug, that comes from the fact that the NBT data in items was introduced after the pickblock mechanics so it doesn't check this property when it tests if it can save inventory space and existing items by just switching to another slot. It is pretty annoying while mapmaking.
I first pick up a command block with a command in it with ctrl-pickblock and get a entity with the "(+NBT)" information.
Then, later, I use the normal pickblock on any command block while having anything (or even nothing) in the selected slot in the hotbar and rather than getting a blank command block into my inventory it just switches the selected slot
to the onewith the NBT data.The problem is that I intended to pick up a blank command block just to place a blank command block then, but what I place then, if I haven't payed attention about that I was still having the block with data in my inventory, is a command block with contents. This is a bug, that comes from the fact that the NBT data in items was introduced after the pickblock mechanics so it doesn't check this property when it tests if it can save inventory space and existing items by just switching to another slot. It is pretty annoying while mapmaking.
I first pick up a command block with a command in it with ctrl-pickblock and get a entity with the "(+NBT)" information.
Then, later, I use the normal pickblock on any command block while having anything (or even nothing) in the selected slot in the hotbar and rather than getting a blank command block into my inventory it just switches the selected slot to the one with the NBT data.
The problem is that I intended to pick up a blank command block just to place a blank command block then, but what I place then, if I haven't payed attention about that I was still having the block with data in my inventory, is a command block with contents. This is a bug, that comes from the fact that the NBT data in items was introduced after the pickblock mechanics so it doesn't check this property when it tests if it can save inventory space and existing items by just switching to another slot. It is pretty annoying while mapmaking.
I first pick up a command block with a command in it with ctrl
-pickblockand get a entity with the "(+NBT)" information.Then, later, I use the normal pickblock on any command block while having anything (or even nothing) in the selected slot in the hotbar and rather than getting a blank command block into my inventory it just switches the selected slot to the one with the NBT data.
The problem is that I intended to pick up a blank command block just to place a blank command block then, but what I place then, if I haven't payed attention about that I was still having the block with data in my inventory, is a command block with contents. This is a bug, that comes from the fact that the NBT data in items was introduced after the pickblock mechanics so it doesn't check this property when it tests if it can save inventory space and existing items by just switching to another slot. It is pretty annoying while mapmaking.
I first pick up a command block with a command in it with ctrl-pickblock and get a entity with the "(+NBT)" information.
Then, later, I use the normal pickblock on any command block while having anything (or even nothing) in the selected slot in the hotbar and rather than getting a blank command block into my inventory it just switches the selected slot to the one with the NBT data.
The problem is that I intended to pick up a blank command block just to place a blank command block then, but what I place then, if I haven't payed attention about that I was still having the block with data in my inventory, is a command block with contents. This is a bug, that comes from the fact that the NBT data in items was introduced after the pickblock mechanics so it doesn't check this property when it tests if it can save inventory space and existing items by just switching to another slot. It is pretty annoying while mapmaking.
I first pick up a command block with a command in it with ctrl-pickblock and get a entity with the "(+NBT)" information.
Then, later, I use the normal pickblock on any command block while having anything (or even nothing) in the selected slot in the hotbar and rather than getting a blank command block into my inventory it just switches the selected slot to the one with the NBT data.
The problem is that I intended to pick up a blank command block just to place a blank command block then, but what I place then, if I haven't payed attention about that I was still having the block with data in my inventory, is a command block with contents. This is a bug, that comes from the fact that the NBT data in items was introduced after the pickblock mechanics so it doesn't check this property when it tests if it can save inventory space and existing items by just switching to another slot. It is pretty annoying while mapmaking.
I first pick up a command block with a command in it with ctrl-pickblock and get a entity with the "(+NBT)" information.
Then, later, I use the normal pickblock on any command block while having anything (or even nothing) in the selected slot in the hotbar and rather than getting a blank command block into my inventory it just switches the selected slot to the one with the NBT data
.The problem is that I intended to pick up a blank command block just to place a blank command block then, but what I place then, if I haven't payed attention about that I was still having the block with data in my inventory, is a command block with contents. This is a bug, that comes from the fact that the NBT data in items was introduced after the pickblock mechanics so it doesn't check this property when it tests if it can save inventory space and existing items by just switching to another slot. It is pretty annoying while mapmaking.
I first pick up a command block with a command in it with ctrl-pickblock and get a entity with the "(+NBT)" information.
Then, later, I use the normal pickblock on any command block while having anything (or even nothing) in the selected slot in the hotbar and rather than getting a blank command block into my inventory it just switches the selected slot to the one with the NBT data!
The problem is that I intended to pick up a blank command block just to place a blank command block then, but what I place then, if I haven't payed attention about that I was still having the block with data in my inventory, is a command block with contents. This is a bug, that comes from the fact that the NBT data in items was introduced after the pickblock mechanics so it doesn't check this property when it tests if it can save inventory space and existing items by just switching to another slot. It is pretty annoying while mapmaking.
I first pick up a command block with a command in it with ctrl-pickblock and get a entity with the "(+NBT)" information.
Then, later, I use the normal pickblock on any command block while having anything (or even nothing) in the selected slot in the hotbar and rather than getting a blank command block into my inventory it just switches the selected slot to the one with the NBT data!
The problem is that I intended to pick up a blank command block just to place a blank command block then, but what I place then, if I haven't payed attention about that I was still having the block with data in my inventory, is a command block with contents. This is a bug, that comes from the fact that the NBT data in items was introduced after the pickblock mechanics so it doesn't check this property when it tests if it can save inventory space and existing items by just switching to another slot. It is pretty annoying while mapmaking.
I first pick up a command block with a command in it with ctrl-pickblock and get a entity with the "(+NBT)" information.
Then, later, I use the normal pickblock on any command block while having anything (or even nothing) in the selected slot in the hotbar and rather than getting a blank command block into my inventory it just switches the selected slot to the one with the NBT data!
The problem is that I intended to pick up a blank command block just to place a blank command block then, but what I place then, if I haven't payed attention about that I was still having the block with data in my inventory, is a command block with contents. This is a bug, that comes from the fact that the NBT data in items was introduced after the pickblock mechanics so it doesn't check this property when it tests if it can save inventory space and existing items by just switching to another slot. It is pretty annoying while mapmaking.
I first pick up a command block with a command in it with ctrl-pickblock and get a entity with the "(+NBT)" information.
Then, later, I use the normal pickblock on any command block while having anything (or even nothing) in the selected slot in the hotbar and rather than getting a blank command block into my inventory it just switches the selected slot to the one with the NBT data!
The problem is that I intended to pick up a blank command block just to place a blank command block then, but what I place then, if I haven't payed attention about that I was still having the block with data in my inventory, is a command block with contents. This is a bug, that comes from the fact that the NBT data in items was introduced after the pickblock mechanics so it doesn't check this property when it tests if it can save inventory space and existing items by just switching to another slot. It is pretty annoying while mapmaking.
I first pick up a command block with a command in it with ctrl-pickblock and get a entity with the "(+NBT)" information.
Then, later, I use the normal pickblock on any command block while having anything (or even nothing) in the selected slot in the hotbar and rather than getting a blank command block into my inventory it just switches the selected slot to the one with the NBT data!
The problem is that I intended to pick up a blank command block just to place a blank command block then, but what I place then, if I haven't payed attention about that I was still having the block with data in my inventory, is a command block with contents. This is a bug, that comes from the fact that the NBT data in items was introduced after the pickblock mechanics so it doesn't check this property when it tests if it can save inventory space and existing items by just switching to another slot. It is pretty annoying while mapmaking.
I first pick up a command block with a command in it with ctrl-pickblock and get a entity with the "(+NBT)" information.
Then, later, I use the normal pickblock on any command block while having anything (or even nothing) in the selected slot in the hotbar and rather than getting a blank command block into my inventory it just switches the selected slot to the one with the NBT data!
The problem is that I intended to pick up a blank command block just to place a blank command block then, but what I place then, if I haven't payed attention about that I was still having the block with data in my inventory, is a command block with contents. This is a bug, that comes from the fact that the NBT data in items was introduced after the pickblock mechanics so it doesn't check this property when it tests if it can save inventory space and existing items by just switching to another slot. It is pretty annoying while mapmaking.
EDIT: I should explicitly mention here that - as the title suggests - this bug does not just happen with command blocks but with any block with NBT data. The previous description is just one example of how to reproduce the bug.
First I set up an objective.
/scoreboard objectives add o dummy
Added new objective 'o' successfullyThen I assign a score for a player.
/scoreboard players set p o 1
Set score of o for player p to 1Now, with this setup in each case I try
5different things.
- I can reset everything and get the information, that p was still in the scoreboard (and is not anymore afterwards.
/scoreboard players reset *
Reset scores of player p
/scoreboard players test p o * *
No o score for p found
/scoreboard players reset *
All matches failed- If I reset just the objective o then apparently the system realizes, that the player is completely reset.
/scoreboard players reset * o
Reset scores of player p
/scoreboard players test p o * *
No o score for p found
/scoreboard players reset *
All matches failed- If I instead remove the objective o then the scoreboard doesn't realize that player p is gone.
/scoreboard objectives remove o
Removed new objective 'o' successfully
/scoreboard players test p o * *
No objective was found by the name 'o'
/scoreboard players reset * p
No objective was found by the name 'o'
All matches failed
/scoreboard players reset *
Reset scores of player p
/scoreboard players reset *
All matches failed- If I remove then recreate o you see that p seems to still have a score o according to "/scoreboard players reset" but to have no score o according to "scoreboard players test".
/scoreboard objectives remove o
Removed new objective 'o' successfully
/scoreboard objectives add o dummy
Added new objective 'o' successfully
/scoreboard players test p o * *
No o score for p found
/scoreboard players reset * o
Reset scores of player p
/scoreboard players reset *
Reset scores of player p
/scoreboard players reset *
All matches failedFirst I set up an objective.
/scoreboard objectives add o dummy
Added new objective 'o' successfullyThen I assign a score for a player.
/scoreboard players set p o 1
Set score of o for player p to 1Now, with this setup in each case I try 4 different things.
- I can reset everything and get the information, that p was still in the scoreboard (and is not anymore afterwards.
/scoreboard players reset *
Reset scores of player p
/scoreboard players test p o * *
No o score for p found
/scoreboard players reset *
All matches failed- If I reset just the objective o then apparently the system realizes, that the player is completely reset.
/scoreboard players reset * o
Reset scores of player p
/scoreboard players test p o * *
No o score for p found
/scoreboard players reset *
All matches failed- If I instead remove the objective o then the scoreboard doesn't realize that player p is gone.
/scoreboard objectives remove o
Removed new objective 'o' successfully
/scoreboard players test p o * *
No objective was found by the name 'o'
/scoreboard players reset * p
No objective was found by the name 'o'
All matches failed
/scoreboard players reset *
Reset scores of player p
/scoreboard players reset *
All matches failed- If I remove then recreate o you see that p seems to still have a score o according to "/scoreboard players reset" but to have no score o according to "scoreboard players test".
/scoreboard objectives remove o
Removed new objective 'o' successfully
/scoreboard objectives add o dummy
Added new objective 'o' successfully
/scoreboard players test p o * *
No o score for p found
/scoreboard players reset * o
Reset scores of player p
/scoreboard players reset *
Reset scores of player p
/scoreboard players reset *
All matches failed
First I set up an objective.
/scoreboard objectives add o dummy
Added new objective 'o' successfullyThen I assign a score for a player.
/scoreboard players set p o 1
Set score of o for player p to 1Now, with this setup in each case I try 4 different things.
- I can reset everything and get the information, that p was still in the scoreboard (and is not anymore afterwards).
/scoreboard players reset *
Reset scores of player p
/scoreboard players test p o * *
No o score for p found
/scoreboard players reset *
All matches failed- If I reset just the objective o then apparently the system realizes, that the player is completely reset.
/scoreboard players reset * o
Reset scores of player p
/scoreboard players test p o * *
No o score for p found
/scoreboard players reset *
All matches failed- If I instead remove the objective o then the scoreboard doesn't realize that player p is gone.
/scoreboard objectives remove o
Removed new objective 'o' successfully
/scoreboard players test p o * *
No objective was found by the name 'o'
/scoreboard players reset * p
No objective was found by the name 'o'
All matches failed
/scoreboard players reset *
Reset scores of player p
/scoreboard players reset *
All matches failed- If I remove then recreate o you see that p seems to still have a score o according to "/scoreboard players reset" but to have no score o according to "scoreboard players test".
/scoreboard objectives remove o
Removed new objective 'o' successfully
/scoreboard objectives add o dummy
Added new objective 'o' successfully
/scoreboard players test p o * *
No o score for p found
/scoreboard players reset * o
Reset scores of player p
/scoreboard players reset *
Reset scores of player p
/scoreboard players reset *
All matches failed
First I set up an objective.
/scoreboard objectives add o dummy
Added new objective 'o' successfullyThen I assign a score for a player.
/scoreboard players set p o 1
Set score of o for player p to 1Now, with this setup in each case I try 4 different things.
- I can reset everything and get the information, that p was still in the scoreboard (and is not anymore afterwards).
/scoreboard players reset *
Reset scores of player p
/scoreboard players test p o * *
No o score for p found
/scoreboard players reset *
All matches failed- If I reset just the objective o then apparently the system realizes, that the player is completely reset.
/scoreboard players reset * o
Reset scores of player p
/scoreboard players test p o * *
No o score for p found
/scoreboard players reset *
All matches failed- If I instead remove the objective o then the scoreboard doesn't realize that player p is gone.
/scoreboard objectives remove o
Removed new objective 'o' successfully
/scoreboard players test p o * *
No objective was found by the name 'o'
/scoreboard players reset * p
No objective was found by the name 'o'
All matches failed
/scoreboard players reset *
Reset scores of player p
/scoreboard players reset *
All matches failed- If I remove then recreate o you see that p seems to still have a score o according to "/scoreboard players reset" but to have no score o according to "scoreboard players test".
/scoreboard objectives remove o
Removednewobjective 'o' successfully
/scoreboard objectives add o dummy
Added new objective 'o' successfully
/scoreboard players test p o * *
No o score for p found
/scoreboard players reset * o
Reset scores of player p
/scoreboard players reset *
Reset scores of player p
/scoreboard players reset *
All matches failed
First I set up an objective.
/scoreboard objectives add o dummy
Added new objective 'o' successfullyThen I assign a score for a player.
/scoreboard players set p o 1
Set score of o for player p to 1Now, with this setup in each case I try 4 different things.
- I can reset everything and get the information, that p was still in the scoreboard (and is not anymore afterwards).
/scoreboard players reset *
Reset scores of player p
/scoreboard players test p o * *
No o score for p found
/scoreboard players reset *
All matches failed- If I reset just the objective o then apparently the system realizes, that the player is completely reset.
/scoreboard players reset * o
Reset scores of player p
/scoreboard players test p o * *
No o score for p found
/scoreboard players reset *
All matches failed- If I instead remove the objective o then the scoreboard doesn't realize that player p is gone.
/scoreboard objectives remove o
Removed new objective 'o' successfully
/scoreboard players test p o * *
No objective was found by the name 'o'
/scoreboard players reset * p
No objective was found by the name 'o'
All matches failed
/scoreboard players reset *
Reset scores of player p
/scoreboard players reset *
All matches failed- If I remove then recreate o you see that p seems to still have a score o according to "/scoreboard players reset" but to have no score o according to "scoreboard players test".
/scoreboard objectives remove o
Removed objective 'o' successfully
/scoreboard objectives add o dummy
Added new objective 'o' successfully
/scoreboard players test p o * *
No o score for p found
/scoreboard players reset * o
Reset scores of player p
/scoreboard players reset *
Reset scores of player p
/scoreboard players reset *
All matches failedFirst I set up an objective.
/scoreboard objectives add o dummy
Added new objective 'o' successfullyThen I assign a score for a player.
/scoreboard players set p o 1
Set score of o for player p to 1Now, with this setup in each case I try 4 different things.
- I can reset everything and get the information, that p was still in the scoreboard (and is not anymore afterwards).
/scoreboard players reset *
Reset scores of player p
/scoreboard players test p o * *
No o score for p found
/scoreboard players reset *
All matches failed- If I reset just the objective o then apparently the system realizes, that the player is completely reset.
/scoreboard players reset * o
Reset scores of player p
/scoreboard players test p o * *
No o score for p found
/scoreboard players reset *
All matches failed- If I instead remove the objective o then the scoreboard doesn't realize that player p is gone.
/scoreboard objectives remove o
Removed new objective 'o' successfully
/scoreboard players test p o * *
No objective was found by the name 'o'
/scoreboard players reset * p
No objective was found by the name 'o'
All matches failed
/scoreboard players reset *
Reset scores of player p
/scoreboard players reset *
All matches failed- If I remove then recreate o you see that p seems to still have a score o according to "/scoreboard players reset" but to have no score o according to "scoreboard players test".
/scoreboard objectives remove o
Removed objective 'o' successfully
/scoreboard objectives add o dummy
Added new objective 'o' successfully
/scoreboard players test p o * *
No o score for p found
/scoreboard players reset * o
Reset scores of player p
/scoreboard players reset *
All matches failed
First I set up an objective.
/scoreboard objectives add o dummy
Added new objective 'o' successfullyThen I assign a score for a player.
/scoreboard players set p o 1
Set score of o for player p to 1Now, with this setup in each case I try 4 different things.
- I can reset everything and get the information, that p was still in the scoreboard (and is not anymore afterwards).
/scoreboard players reset *
Reset scores of player p
/scoreboard players test p o * *
No o score for p found
/scoreboard players reset *
All matches failed- If I reset just the objective o then apparently the system realizes, that the player is completely reset.
/scoreboard players reset * o
Reset scores of player p
/scoreboard players test p o * *
No o score for p found
/scoreboard players reset *
All matches failed- If I instead remove the objective o then the scoreboard doesn't realize that player p is gone.
/scoreboard objectives remove o
Removed new objective 'o' successfully
/scoreboard players test p o * *
No objective was found by the name 'o'
/scoreboard players reset * p
No objective was found by the name 'o'
All matches failed
/scoreboard players reset *
Reset scores of player p
/scoreboard players reset *
All matches failed- If I remove o and then recreate o you see that p seems to still have a score o according to "/scoreboard players reset" but to have no score o according to "scoreboard players test".
/scoreboard objectives remove o
Removed objective 'o' successfully
/scoreboard objectives add o dummy
Added new objective 'o' successfully
/scoreboard players test p o * *
No o score for p found
/scoreboard players reset * o
Reset scores of player p
/scoreboard players reset *
All matches failed
First I set up an objective.
/scoreboard objectives add o dummy
Added new objective 'o' successfullyThen I assign a score for a player.
/scoreboard players set p o 1
Set score of o for player p to 1Now, with this setup in each case I try 4 different things.
- I can reset everything and get the information, that p was still in the scoreboard (and is not anymore afterwards).
/scoreboard players reset *
Reset scores of player p
/scoreboard players test p o * *
No o score for p found
/scoreboard players reset *
All matches failed- If I reset just the objective o then apparently the system realizes, that the player is completely reset.
/scoreboard players reset * o
Reset scores of player p
/scoreboard players test p o * *
No o score for p found
/scoreboard players reset *
All matches failed- If I instead remove the objective o then the scoreboard doesn't realize that player p is gone.
/scoreboard objectives remove o
Removed new objective 'o' successfully
/scoreboard players test p o * *
No objective was found by the name 'o'
/scoreboard players reset * p
No objective was found by the name 'o'
All matches failed
/scoreboard players reset *
Reset scores of player p
/scoreboard players reset *
All matches failed- If I remove o and then recreate o you see that p seems to still have a score o according to "/scoreboard players reset" but to have no score o according to "scoreboard players test".
/scoreboard objectives remove o
Removed objective 'o' successfully
/scoreboard objectives add o dummy
Added new objective 'o' successfully
/scoreboard players test p o * *
No o score for p found
/scoreboard players reset * o
Reset scores of player p
/scoreboard players reset *
All matches failedFirst I set up an objective.
/scoreboard objectives add o dummy
Added new objective 'o' successfullyThen I assign a score for a player.
/scoreboard players set p o 1
Set score of o for player p to 1Now, with this setup in each case I try 4 different things.
- I can reset everything and get the information, that p was still in the scoreboard (and is not anymore afterwards).
/scoreboard players reset *
Reset scores of player p/scoreboard players test p o * *
No o score for p found/scoreboard players reset *
All matches failed- If I reset just the objective o then apparently the system realizes, that the player is completely reset.
/scoreboard players reset * o
Reset scores of player p/scoreboard players test p o * *
No o score for p found/scoreboard players reset *
All matches failed- If I instead remove the objective o then the scoreboard doesn't realize that player p is gone.
/scoreboard objectives remove o
Removed new objective 'o' successfully/scoreboard players test p o * *
No objective was found by the name 'o'/scoreboard players reset * p
No objective was found by the name 'o'
All matches failed/scoreboard players reset *
Reset scores of player p/scoreboard players reset *
All matches failed- If I remove o and then recreate o you see that p seems to still have a score o according to "/scoreboard players reset" but to have no score o according to "scoreboard players test".
/scoreboard objectives remove o
Removed objective 'o' successfully/scoreboard objectives add o dummy
Added new objective 'o' successfully/scoreboard players test p o * *
No o score for p found/scoreboard players reset * o
Reset scores of player p/scoreboard players reset *
All matches failed
First I set up an objective.
/scoreboard objectives add o dummy
Added new objective 'o' successfullyThen I assign a score for a player.
/scoreboard players set p o 1
Set score of o for player p to 1Now, with this setup in each case I try 4 different things.
- I can reset everything and get the information, that p was still in the scoreboard (and is not anymore afterwards).
/scoreboard players reset *
Reset scores of player p/scoreboard players test p o * *
No o score for p found/scoreboard players reset *
All matches failed- If I reset just the objective o then apparently the system realizes, that the player is completely reset.
/scoreboard players reset * o
Reset scores of player p/scoreboard players test p o * *
No o score for p found/scoreboard players reset *
All matches failed- If I instead remove the objective o then the scoreboard doesn't realize that player p is gone.
/scoreboard objectives remove o
Removed new objective 'o' successfully/scoreboard players test p o * *
No objective was found by the name 'o'/scoreboard players reset * p
No objective was found by the name 'o'
All matches failed/scoreboard players reset *
Reset scores of player p/scoreboard players reset *
All matches failed- If I remove o and then recreate o you see that p seems to still have a score o according to "/scoreboard players reset" but to have no score o according to "scoreboard players test".
/scoreboard objectives remove o
Removed objective 'o' successfully/scoreboard objectives add o dummy
Added new objective 'o' successfully/scoreboard players test p o * *
No o score for p found/scoreboard players reset * o
Reset scores of player p/scoreboard players reset *
All matches failedI think in cases 3. and 4. the player's scoreboard entries for that objective should be reset properly when the objective gets removed.
First I set up an objective.
/scoreboard objectives add o dummy
Added new objective 'o' successfullyThen I assign a score for a player.
/scoreboard players set p o 1
Set score of o for player p to 1Now, with this setup in each case I try 4 different things.
- I can reset everything and get the information, that p was still in the scoreboard (and is not anymore afterwards).
/scoreboard players reset *
Reset scores of player p/scoreboard players test p o * *
No o score for p found/scoreboard players reset *
All matches failed- If I reset just the objective o then apparently the system realizes, that the player is completely reset.
/scoreboard players reset * o
Reset scores of player p/scoreboard players test p o * *
No o score for p found/scoreboard players reset *
All matches failed- If I instead remove the objective o then the scoreboard doesn't realize that player p is gone.
/scoreboard objectives remove o
Removed new objective 'o' successfully/scoreboard players test p o * *
No objective was found by the name 'o'/scoreboard players reset * p
No objective was found by the name 'o'
All matches failed/scoreboard players reset *
Reset scores of player p/scoreboard players reset *
All matches failed- If I remove o and then recreate o you see that p seems to still have a score o according to "/scoreboard players reset" but to have no score o according to "scoreboard players test".
/scoreboard objectives remove o
Removed objective 'o' successfully/scoreboard objectives add o dummy
Added new objective 'o' successfully/scoreboard players test p o * *
No o score for p found/scoreboard players reset * o
Reset scores of player p/scoreboard players reset *
All matches failedI
thinkin cases 3. and 4. the player's scoreboard entries for that objectiveshould be resetproperly when the objective gets removed.First I set up an objective.
/scoreboard objectives add o dummy
Added new objective 'o' successfullyThen I assign a score for a player.
/scoreboard players set p o 1
Set score of o for player p to 1Now, with this setup in each case I try 4 different things.
- I can reset everything and get the information, that p was still in the scoreboard (and is not anymore afterwards).
/scoreboard players reset *
Reset scores of player p/scoreboard players test p o * *
No o score for p found/scoreboard players reset *
All matches failed- If I reset just the objective o then apparently the system realizes, that the player is completely reset.
/scoreboard players reset * o
Reset scores of player p/scoreboard players test p o * *
No o score for p found/scoreboard players reset *
All matches failed- If I instead remove the objective o then the scoreboard doesn't realize that player p is gone.
/scoreboard objectives remove o
Removed new objective 'o' successfully/scoreboard players test p o * *
No objective was found by the name 'o'/scoreboard players reset * p
No objective was found by the name 'o'
All matches failed/scoreboard players reset *
Reset scores of player p/scoreboard players reset *
All matches failed- If I remove o and then recreate o you see that p seems to still have a score o according to "/scoreboard players reset" but to have no score o according to "scoreboard players test".
/scoreboard objectives remove o
Removed objective 'o' successfully/scoreboard objectives add o dummy
Added new objective 'o' successfully/scoreboard players test p o * *
No o score for p found/scoreboard players reset * o
Reset scores of player p/scoreboard players reset *
All matches failedIn my opinion in cases 3. and 4. the game should reset the player's scoreboard entries for that objective properly when the objective gets removed.
First I set up an objective.
/scoreboard objectives add o dummy
Added new objective 'o' successfullyThen I assign a score for a player.
/scoreboard players set p o 1
Set score of o for player p to 1Now, with this setup in each case I try 4 different things.
- I can reset everything and get the information, that p was still in the scoreboard (and is not anymore afterwards).
/scoreboard players reset *
Reset scores of player p/scoreboard players test p o * *
No o score for p found/scoreboard players reset *
All matches failed- If I reset just the objective o then apparently the system realizes, that the player is completely reset.
/scoreboard players reset * o
Reset scores of player p/scoreboard players test p o * *
No o score for p found/scoreboard players reset *
All matches failed- If I instead remove the objective o then the scoreboard doesn't realize that player p is gone. (Or should be gone)
/scoreboard objectives remove o
Removed new objective 'o' successfully/scoreboard players test p o * *
No objective was found by the name 'o'/scoreboard players reset * p
No objective was found by the name 'o'
All matches failed/scoreboard players reset *
Reset scores of player p/scoreboard players reset *
All matches failed- If I remove o and then recreate o you see that p seems to still have a score o according to "/scoreboard players reset" but to have no score o according to "scoreboard players test".
/scoreboard objectives remove o
Removed objective 'o' successfully/scoreboard objectives add o dummy
Added new objective 'o' successfully/scoreboard players test p o * *
No o score for p found/scoreboard players reset * o
Reset scores of player p/scoreboard players reset *
All matches failedIn my opinion in cases 3. and 4. the game should reset the player's scoreboard entries for that objective properly when the objective gets removed.
First I set up an objective.
/scoreboard objectives add o dummy
Added new objective 'o' successfullyThen I assign a score for a player.
/scoreboard players set p o 1
Set score of o for player p to 1Now, with this setup in each case I try 4 different things.
- I can reset everything and get the information, that p was still in the scoreboard (and is not anymore afterwards).
/scoreboard players reset *
Reset scores of player p/scoreboard players test p o * *
No o score for p found/scoreboard players reset *
All matches failed- If I reset just the objective o then apparently the system realizes, that the player is completely reset.
/scoreboard players reset * o
Reset scores of player p/scoreboard players test p o * *
No o score for p found/scoreboard players reset *
All matches failed- If I instead remove the objective o then the scoreboard doesn't realize that player p is gone. (Or rather should be gone.)
/scoreboard objectives remove o
Removed new objective 'o' successfully/scoreboard players test p o * *
No objective was found by the name 'o'/scoreboard players reset * p
No objective was found by the name 'o'
All matches failed/scoreboard players reset *
Reset scores of player p/scoreboard players reset *
All matches failed- If I remove o and then recreate o you see that p seems to still have a score o according to "/scoreboard players reset" but to have no score o according to "scoreboard players test".
/scoreboard objectives remove o
Removed objective 'o' successfully/scoreboard objectives add o dummy
Added new objective 'o' successfully/scoreboard players test p o * *
No o score for p found/scoreboard players reset * o
Reset scores of player p/scoreboard players reset *
All matches failedIn my opinion in cases 3. and 4. the game should reset the player's scoreboard entries for that objective properly when the objective gets removed.
First I set up an objective.
/scoreboard objectives add o dummy
Added new objective 'o' successfullyThen I assign a score for a player.
/scoreboard players set p o 1
Set score of o for player p to 1Now, with this setup in each case I try 4 different things.
- I can reset everything and get the information, that p was still in the scoreboard (and is not anymore afterwards).
/scoreboard players reset *
Reset scores of player p/scoreboard players test p o * *
No o score for p found/scoreboard players reset *
All matches failed- If I reset just the objective o then apparently the system realizes, that the player is completely reset.
/scoreboard players reset * o
Reset scores of player p/scoreboard players test p o * *
No o score for p found/scoreboard players reset *
All matches failed- If I instead remove the objective o then the scoreboard system doesn't fully realize that player p is gone. (Or rather should be gone.)
/scoreboard objectives remove o
Removed new objective 'o' successfully/scoreboard players test p o * *
No objective was found by the name 'o'/scoreboard players reset * p
No objective was found by the name 'o'
All matches failed/scoreboard players reset *
Reset scores of player p/scoreboard players reset *
All matches failed- If I remove o and then recreate o then you see that p seems to still have a score o according to "/scoreboard players reset" but to have no score o according to "scoreboard players test".
/scoreboard objectives remove o
Removed objective 'o' successfully/scoreboard objectives add o dummy
Added new objective 'o' successfully/scoreboard players test p o * *
No o score for p found/scoreboard players reset * o
Reset scores of player p/scoreboard players reset *
All matches failedIn my opinion in cases 3. and 4. the game should reset the player's scoreboard entries for that objective properly when the objective gets removed.
Falling Sand with Time!=0 removes matching blocks client side.
Falling Sand with Time!=0 removes matching blocks on the client side.
If I stand on the floor in a redstone_ready flatworld (or anywhere on a sanstone block) and do:
{{/summon FallingSand ~ ~-1 ~
Unknown macro: {Time}}}
Then it removes the sandstone block beneath me as if Time was 0, but only client side. So when I reload the world or chunk it reappears and when I try to fall in it (what happens immediately because I'm already standing on it) the server will push me back while the client keeps trying to fall down, and the sandstone reappears when I try to place any block where it was.
If I stand on the floor in a redstone_ready flatworld (or anywhere on a sanstone block) and do:
/summon FallingSand ~ ~-1 ~ {Time:1,Motion:[.05,.5,.0],Block:sandstone
Then it removes the sandstone block beneath me as if Time was 0, but only client side. So when I reload the world or chunk it reappears and when I try to fall in it (what happens immediately because I'm already standing on it) the server will push me back while the client keeps trying to fall down, and the sandstone reappears when I try to place any block where it was.
If I stand on the floor in a redstone_ready flatworld (or anywhere on a sanstone block) and do:
/summon FallingSand ~ ~-1 ~ {Time:1,Motion:[.05,.5,.0],Block:sandstone}
Then it removes the sandstone block beneath me as if Time was 0, but only client side. So when I reload the world or chunk it reappears and when I try to fall in it (what happens immediately because I'm already standing on it) the server will push me back while the client keeps trying to fall down, and the sandstone reappears when I try to place any block where it was.
If I stand on the floor in a redstone_ready flatworld (or anywhere on a sanstone block) and do:
/summon FallingSand ~ ~-1 ~ {Time:1,Motion:[.05,.5,.0],Block:sandstone}
Then it removes the sandstone block beneath me as if Time was 0, but only client side. So when I reload the world or chunk it reappears and when I try to fall in it (what happens immediately because I'm already standing on it) the server will push me back while the client keeps trying to fall down, and the sandstone reappears when I try to place any block where it was.
If I stand on the floor in a redstone_ready flatworld (or anywhere on a sanstone block) and do:
{{/summon FallingSand ~ ~-1 ~
Unknown macro: {Time}a}
Then it removes the sandstone block beneath me as if Time was 0, but only client side. So when I reload the world or chunk it reappears and when I try to fall in it (what happens immediately because I'm already standing on it) the server will push me back while the client keeps trying to fall down, and the sandstone reappears when I try to place any block where it was.
If I stand on the floor in a redstone_ready flatworld (or anywhere on a sanstone block) and do:
{{/summon FallingSand ~ ~-1 ~
Unknown macro: {Time}a}
Then it removes the sandstone block beneath me as if Time was 0, but only client side. So when I reload the world or chunk it reappears and when I try to fall in it (what happens immediately because I'm already standing on it) the server will push me back while the client keeps trying to fall down, and the sandstone reappears when I try to place any block where it was.
If I stand on the floor in a redstone_ready flatworld (or anywhere on a sanstone block) and do:
{{/summon FallingSand ~ ~-1 ~ {Time:1,Motion:[.05,.5,.0],Block:sandstone}a }}
Then it removes the sandstone block beneath me as if Time was 0, but only client side. So when I reload the world or chunk it reappears and when I try to fall in it (what happens immediately because I'm already standing on it) the server will push me back while the client keeps trying to fall down, and the sandstone reappears when I try to place any block where it was.
If I stand on the floor in a redstone_ready flatworld (or anywhere on a sanstone block) and do:
{{/summon FallingSand ~ ~-1 ~ {Time:1,Motion:[.05,.5,.0],Block:sandstone}a }}
Then it removes the sandstone block beneath me as if Time was 0, but only client side. So when I reload the world or chunk it reappears and when I try to fall in it (what happens immediately because I'm already standing on it) the server will push me back while the client keeps trying to fall down, and the sandstone reappears when I try to place any block where it was.
If I stand on the floor in a redstone_ready flatworld (or anywhere on a sanstone block) and do:
/summon FallingSand ~ ~-1 ~ {Time:1,Motion:[.05,.5,.0],Block:sandstone}
Then it removes the sandstone block beneath me as if Time was 0, but only client side. So when I reload the world or chunk it reappears and when I try to fall in it (what happens immediately because I'm already standing on it) the server will push me back while the client keeps trying to fall down, and the sandstone reappears when I try to place any block where it was.
If I stand on the floor in a redstone
_ready flatworld (or anywhere on a sanstone block) and do:/summon FallingSand ~ ~-1 ~ {Time:1,Motion:[.05,.5,.0],Block:sandstone}
Then it removes the sandstone block beneath me as if Time was 0, but only client side. So when I reload the world or chunk it reappears and when I try to fall in it (what happens immediately because I'm already standing on it) the server will push me back while the client keeps trying to fall down, and the sandstone reappears when I try to place any block where it was.
If I stand on the floor in a redstone-ready flatworld (or anywhere on a sanstone block) and do:
/summon FallingSand ~ ~-1 ~ {Time:1,Motion:[.05,.5,.0],Block:sandstone}
Then it removes the sandstone block beneath me as if Time was 0, but only client side. So when I reload the world or chunk it reappears and when I try to fall in it (what happens immediately because I'm already standing on it) the server will push me back while the client keeps trying to fall down, and the sandstone reappears when I try to place any block where it was.
If I stand on the floor in a redstone-ready flatworld (or anywhere else just on a sanstone block) and do:
/summon FallingSand ~ ~-1 ~ {Time:1,Motion:[.05,.5,.0],Block:sandstone}
Then it removes the sandstone block beneath me as if Time was 0, but only client side. So when I reload the world or chunk it reappears and when I try to fall in it (what happens immediately because I'm already standing on it) the server will push me back while the client keeps trying to fall down, and the sandstone reappears when I try to place any block where it was.
DescriptionIf you have a conditional repeating command block that needs redstone with a chain of unconditional always active chain command blocks starting from it, then the chain, as long as the repeating command block stays powered, executes exactly when the repeating command block itself executes. (And that is while its condition is true). However if you, while the condition is false, unpower and repower the repeating command block, then the block itself will not execute, because of the condition, but the rest of the chain executes exactly once, which is a really odd behaviour.
Precise steps to reproduce
:First you place a Repeat, Conditional, Needs Redstone CB (= command block) with
(a) say 1
Then you place a Chain, Unconditional, Always Active CB
(b) say 2
and another Chain, Unconditional, Always Active CB
(c) say 3
where (a) points into (b) and (b) points into (c).
Then you place an Impulse, Unconditional, Needs Redstone CB
(d) testfor @e[type=ArmorStand]
such that (d) is located at the conditional input spot of (a) and there are no armor stands in the world (yet).
If you then place an armor stand somewhere, then pulse (d) (for example place and then remove a block of redstone, make sure you power only (d)), and then power (a) (again make sure you power only (a)) and keep (a) powered from now on, then you see you chat spammed with:
1
2
3If you then (keep (a) powered and) kill the armor stand and pulse (d) afterwards, you see that all the chat (three kinds of) messages stop being generated at the same time. If you repeat spawing or killing an/the armor stand and pulsing (d) you can activate or deactivate the chat messages that way.
So far everything works (probably) as intended.
Now make sure the armor stand is killed and the messages are not being generated. Now un-power (a) and then power (a) again. You get this chat output just once:
2
3This means, that (a) did not fire, but (b) and (c) did once for whatever reason. It makes, in my opinion, no sense that a repeating command block behaves to a chain like an impulse one, when it is on conditional and its condition is not true.
So I'd consider this a bug.
Overview
If you have a conditional repeating command block that needs redstone with a chain of unconditional always active chain command blocks starting from it, then the chain, as long as the repeating command block stays powered, executes exactly when the repeating command block itself executes. (And that is while its condition is true). However if you, while the condition is false, unpower and repower the repeating command block, then the block itself will not execute, because of the condition, but the rest of the chain executes exactly once, which is a really odd behaviour.
Precise steps to reproduce
First you place a Repeat, Conditional, Needs Redstone CB (= command block) with
(a) say 1
Then you place a Chain, Unconditional, Always Active CB
(b) say 2
and another Chain, Unconditional, Always Active CB
(c) say 3
where (a) points into (b) and (b) points into (c).
Then you place an Impulse, Unconditional, Needs Redstone CB
(d) testfor @e[type=ArmorStand]
such that (d) is located at the conditional input spot of (a) and there are no armor stands in the world (yet).
If you then place an armor stand somewhere, then pulse (d) (for example place and then remove a block of redstone, make sure you power only (d)), and then power (a) (again make sure you power only (a)) and keep (a) powered from now on, then you see you chat spammed with:
1
2
3If you then (keep (a) powered and) kill the armor stand and pulse (d) afterwards, you see that all the chat (three kinds of) messages stop being generated at the same time. If you repeat spawing or killing an/the armor stand and pulsing (d) you can activate or deactivate the chat messages that way.
So far everything works (probably) as intended.
Now make sure the armor stand is killed and the messages are not being generated. Now un-power (a) and then power (a) again. You get this chat output just once:
2
3This means, that (a) did not fire, but (b) and (c) did once for whatever reason. It makes, in my opinion, no sense that a repeating command block behaves to a chain like an impulse one, when it is on conditional and its condition is not true.
So I'd consider this a bug.
Repeating Conditional Command Block hasvery strange chaining properties.Repeating Conditional Command Blocks have very strange chaining properties.
what the setup might look like
Overview
If you have a conditional repeating command block that needs redstone with a chain of unconditional always active chain command blocks starting from it, then the chain, as long as the repeating command block stays powered, executes exactly when the repeating command block itself executes. (And that is while its condition is true). However if you, while the condition is false, unpower and repower the repeating command block, then the block itself will not execute, because of the condition, but the rest of the chain executes exactly once, which is a really odd behaviour.
Precise steps to reproduce
First you place a Repeat,
Conditional, Needs Redstone CB (= command block) with(a) say 1
Then you place a Chain, Unconditional, Always Active CB
(b) say 2
and another Chain, Unconditional, Always Active CB
(c) say 3
where (a) points into (b) and (b) points into (c).
Then you place an Impulse, Unconditional, Needs Redstone CB
(d) testfor @e[type=ArmorStand]
such that (d) is located at the conditional input spot of (a) and there are no armor stands in the world (yet).
If you then place an armor stand somewhere, then pulse (d) (for example place and then remove a block of redstone, make sure you power only (d)), and then power (a) (again make sure you power only (a)) and keep (a) powered from now on, then you see you chat spammed with:
1
2
3If you then (keep (a) powered and) kill the armor stand and pulse (d) afterwards, you see that all the chat (three kinds of) messages stop being generated at the same time. If you repeat spawing or killing an/the armor stand and pulsing (d) you can activate or deactivate the chat messages that way.
So far everything works (probably) as intended.
Now make sure the armor stand is killed and the messages are not being generated. Now un-power (a) and then power (a) again. You get this chat output just once:
2
3This means, that (a) did not fire, but (b) and (c) did once for whatever reason. It makes, in my opinion, no sense that a repeating command block behaves to a chain like an impulse one, when it is on conditional and its condition is not true.
So I'd consider this a bug.
Overview
... coming soon
Exact reproduction steps
First you setup 4 command blocks:
(a) Impulse, Unconditional, Needs Redstone
(b) Repeat, Conditional, Needs Redstone
(c) Chain, Unconditional, Needs Redstone
(d) Chain, Unconditional, Needs Redstonea
I am currently editing this bug report because I found out more about how the bug behaves.
Overview
... coming soon
Exact reproduction steps
First you setup 4 command blocks:
(a) Impulse, Unconditional, Needs Redstone
(b) Repeat, Conditional, Needs Redstone
(c) Chain, Unconditional, Needs Redstone
(d) Chain, Unconditional, Needs Redstonea
I am currently editing this bug report because I found out more about how the bug behaves.
Overview
... coming soon
Exact reproduction steps
First you setup 4 command blocks:
(a) Impulse, Unconditional, Needs Redstone
(b) Repeat, Conditional, Needs Redstone
(c) Chain, Unconditional, Needs Redstone
(d) Chain, Unconditional, Needs RedstoneHere (a), (b), (c), (d) should be in a straight line with (a) pointing into (b), (b) pointing into (c) and (c) pointing into (d).
I am currently editing this bug report because I found out more about how the bug behaves.
Overview
... coming soon
Exact reproduction steps
First you setup 4 command blocks:
(a) Impulse, Unconditional, Needs Redstone
(b) Repeat, Conditional, Needs Redstone
(c) Chain, Unconditional, Needs Redstone
(d) Chain, Unconditional, Needs RedstoneHere (a), (b), (c), (d) should be in a straight line with (a) pointing into (b), (b) pointing into (c) and (c) pointing into (d).
I am currently editing this bug report because I found out more about how the bug behaves.
Overview
... coming soon
Exact reproduction steps
First you setup 4 command blocks:
(a) Impulse, Unconditional, Needs Redstone
(b) Repeat, Conditional, Needs Redstone
(c) Chain, Unconditional, Needs Redstone
(d) Chain, Unconditional, Needs RedstoneHere (a), (b), (c), (d) should be in a straight line with (a) pointing into (b), (b) pointing into (c) and (c) pointing into (d).
They have the following commands:
(a)say success
I am currently editing this bug report because I found out more about how the bug behaves.
Overview
... coming soon
Exact reproduction steps
First you setup 4 command blocks:
(a) Impulse, Unconditional, Needs Redstone
(b) Repeat, Conditional, Needs Redstone
(c) Chain, Unconditional, Needs Redstone
(d) Chain, Unconditional, Needs RedstoneHere (a), (b), (c), (d) should be in a straight line with (a) pointing into (b), (b) pointing into (c) and (c) pointing into (d).
They have the following commands:
(a) say success
I am currently editing this bug report because I found out more about how the bug behaves.
Overview
... coming soon
Exact reproduction steps
First you setup 4 command blocks:
(a) Impulse, Unconditional, Needs Redstone
(b) Repeat, Conditional, Needs Redstone
(c) Chain, Unconditional, Needs Redstone
(d) Chain, Unconditional, Needs RedstoneHere (a), (b), (c), (d) should be in a straight line with (a) pointing into (b), (b) pointing into (c) and (c) pointing into (d).
They have the following commands:
(a) say successI am currently editing this bug report because I found out more about how the bug behaves.
Overview
... coming soon
Exact reproduction steps
First you setup 4 command blocks:
(a) Impulse, Unconditional, Needs Redstone
(b) Repeat, Conditional, Needs Redstone
(c) Chain, Unconditional, Needs Redstone
(d) Chain, Unconditional, Needs RedstoneHere (a), (b), (c), (d) should be in a straight line with (a) pointing into (b), (b) pointing into (c) and (c) pointing into (d).
They have the following commands:
(a) say success
(a) say repeat
(a) say chain1
(a) say chain2
I am currently editing this bug report because I found out more about how the bug behaves.
Overview
... coming soon
Exact reproduction steps
First you setup 4 command blocks:
(a) Impulse, Unconditional, Needs Redstone
(b) Repeat, Conditional, Needs Redstone
(c) Chain, Unconditional, Needs Redstone
(d) Chain, Unconditional, Needs RedstoneHere (a), (b), (c), (d) should be in a straight line with (a) pointing into (b), (b) pointing into (c) and (c) pointing into (d).
They have the following commands:
(a) say success
(
a) say repeat(
a) say chain1(
a) say chain2I am currently editing this bug report because I found out more about how the bug behaves.
Overview
... coming soon
Exact reproduction steps
First you setup 4 command blocks:
(a) Impulse, Unconditional, Needs Redstone
(b) Repeat, Conditional, Needs Redstone
(c) Chain, Unconditional, Needs Redstone
(d) Chain, Unconditional, Needs RedstoneHere (a), (b), (c), (d) should be in a straight line with (a) pointing into (b), (b) pointing into (c) and (c) pointing into (d).
They have the following commands:
(a) say success
(b) say repeat
(c) say chain1
(d) say chain2
Then you try the following things
#1
Do "/say ----------------", so you can later scroll through the chat and know where you started.
[@] ----------------
Power (a) with a redstone block.
[@] success
Then Power (b) and quickly unpower (b) again.
[@] repeat
[@] chain1
[@] chain2
[@] repeat
[@] chain1
[@] chain2
[@] repeat
[@] chain1
[@] chain2As you can see the redstone block activated and deactivated the repeat and chain command blocks as expected.
I am currently editing this bug report because I found out more about how the bug behaves.
Overview
... coming soon
Exact reproduction steps
First you setup 4 command blocks:
(a) Impulse, Unconditional, Needs Redstone
(b) Repeat, Conditional, Needs Redstone
(c) Chain, Unconditional, Needs Redstone
(d) Chain, Unconditional, Needs RedstoneHere (a), (b), (c), (d) should be in a straight line with (a) pointing into (b), (b) pointing into (c) and (c) pointing into (d).
They have the following commands:
(a) say success
(b) say repeat
(c) say chain1
(d) say chain2
Then you try the following things
#1
Do "/say ----------------", so you can later scroll through the chat and know where you started.
[@] ----------------
Power (a) with a redstone block.
[@] success
Then Power (b) and quickly unpower (b) again.
[@] repeat
[@]chain1
[@] chain2
[@]repeat
[@]chain1
[@] chain2
[@]repeat
[@]chain1
[@] chain2As you can see the redstone block activated and deactivated the repeat and chain command blocks as expected.
I am currently editing this bug report because I found out more about how the bug behaves.
Overview
... coming soon
Exact reproduction steps
First you setup 4 command blocks:
(a) Impulse, Unconditional, Needs Redstone
(b) Repeat, Conditional, Needs Redstone
(c) Chain, Unconditional, Needs Redstone
(d) Chain, Unconditional, Needs RedstoneHere (a), (b), (c), (d) should be in a straight line with (a) pointing into (b), (b) pointing into (c) and (c) pointing into (d).
They have the following commands:
(a) say success
(b) say repeat
(c) say chain1
(d) say chain2
Then you try the following things
#1
Do "/say ----------------", so you can later scroll through the chat and know where you started.
[@] ----------------
Power (a) with a redstone block.
[@] success
Then Power (b) and quickly unpower (b) afterwards so you chat doesn't get spammed.
[@] repeat
[@] chain1
[@] chain2
[@] repeat
[@] chain1
[@] chain2
[@] repeat
[@] chain1
[@] chain2
[@] repeat
[@] chain1
[@] chain2
[@] repeat
[@] chain1
[@] chain2As you can see the redstone block activated and deactivated the repeat and chain command blocks as expected.
#3
If you did #1 before, you need to remove (a) and place it again so that it has SuccessCount data of 0.
If you didn't do #2 immediately before this (and kept the redstone block in the end), you need to power (b) and keep it powered with a redstone block.
Do "/say ----------------", so you can later scroll through the chat and know where you started.[@] ----------------
Then power (a) with a redstone block and quickly break (a) afterwards so you chat doesn't get spammed.
[@] repeat
[@] repeat
[@] chain1
[@] chain2
[@] repeat
[@] chain1
[@] chain2
[@] repeat
[@] chain1
[@] chain2
[@] repeat
[@] chain1
[@] chain2
[@] chain1
[@] chain2As you can see, (b) both activates and deactivates one tick before (c) and (d) do.
I am currently editing this bug report because I found out more about how the bug behaves.
Overview
... coming soon
Exact reproduction steps
First you setup 4 command blocks:
(a) Impulse, Unconditional, Needs Redstone
(b) Repeat, Conditional, Needs Redstone
(c) Chain, Unconditional, Needs Redstone
(d) Chain, Unconditional, Needs RedstoneHere (a), (b), (c), (d) should be in a straight line with (a) pointing into (b), (b) pointing into (c) and (c) pointing into (d).
They have the following commands:
(a) say success
(b) say repeat
(c) say chain1
(d) say chain2
Then you try the following things
#1
Do"/say ----------------", so you can later scroll through the chat and know where you started.[@] ----------------
Power (a) with a redstone block.
[@] success
Then Power (b) and quickly unpower (b) afterwards so you chat doesn't get spammed.
[@] repeat
[@] chain1
[@] chain2
[@] repeat
[@] chain1
[@] chain2
[@] repeat
[@] chain1
[@] chain2
[@] repeat
[@] chain1
[@] chain2
[@] repeat
[@] chain1
[@] chain2As you can see the redstone block activated and deactivated the repeat and chain command blocks as expected.
#
3If you did #1 before, you need to remove (a) and place it again so that it has SuccessCount data of 0.
If you didn't do #2 immediately before this (and kept the redstone block in the end), you need to power (b) and keep it powered with a redstone block.
Do "/say ----------------", so you can later scroll through the chat and know where you started.[@] ----------------
Then power (a) with a redstone block and quickly break (a) afterwards so you chat doesn't get spammed.
[@] repeat
[@] repeat
[@] chain1
[@] chain2
[@] repeat
[@] chain1
[@] chain2
[@] repeat
[@] chain1
[@] chain2
[@] repeat
[@] chain1
[@] chain2
[@] chain1
[@] chain2As you can see, (b) both
activates and deactivatesone tick before (c) and (d) do.I am currently editing this bug report because I found out more about how the bug behaves.
Overview
... coming soon
Exact reproduction steps
First you setup 4 command blocks:
(a) Impulse, Unconditional, Needs Redstone
(b) Repeat, Conditional, Needs Redstone
(c) Chain, Unconditional, Needs Redstone
(d) Chain, Unconditional, Needs RedstoneHere (a), (b), (c), (d) should be in a straight line with (a) pointing into (b), (b) pointing into (c) and (c) pointing into (d).
They have the following commands:
(a) say success
(b) say repeat
(c) say chain1
(d) say chain2
Then you try the following things
#1
Remove all redstone blocks from previous tests.
If you just did #3, first need to create (a) again.
Do "/say ----------------", so you can later scroll through the chat and know where you started.[@] ----------------
Power (a) with a redstone block.
[@] success
Then Power (b) and quickly unpower (b) afterwards so you chat doesn't get spammed.
[@] repeat
[@] chain1
[@] chain2
[@] repeat
[@] chain1
[@] chain2
[@] repeat
[@] chain1
[@] chain2
[@] repeat
[@] chain1
[@] chain2
[@] repeat
[@] chain1
[@] chain2As you can see the redstone block activated and deactivated the repeat and chain command blocks as expected.
#2
Remove all redstone blocks from previous tests.
If you just did #1, you need to remove (a) and create it again so that it has SuccessCount data of 0.
If you just did #3, you might want to create (a) again, but it is actually not involved in this part of the bug reproduction.
Do "/say ----------------", so you can later scroll through the chat and know where you started.[@] ----------------
Then power (b) with a redstone block.
[@] chain1
[@] chain2As you can see, the repeat command block *(b)Ü doesn't execute any command, but upon being powered it powers the chain on it exactly once. I find this very strange and it seems buggy.
#3
Remove all redstone blocks from previous tests.
If you just did #1, you need to remove (a) and place it again so that it has SuccessCount data of 0.
You need to power (b) and keep it powered with a redstone block.
Do "/say ----------------", so you can later scroll through the chat and know where you started.[@] ----------------
Then power (a) with a redstone block and quickly break (a) afterwards so you chat doesn't get spammed.
[@] repeat
[@] repeat
[@] chain1
[@] chain2
[@] repeat
[@] chain1
[@] chain2
[@] repeat
[@] chain1
[@] chain2
[@] repeat
[@] chain1
[@] chain2
[@] chain1
[@] chain2As you can see, (b) both starts and stops outputting one tick before (c) and (d) do.
I am currently editing this bug report because I found out more about how the bug behaves.
Overview
... coming soon
Exact reproduction steps
First you setup 4 command blocks:
(a) Impulse, Unconditional, Needs Redstone
(b) Repeat, Conditional, Needs Redstone
(c) Chain, Unconditional, Needs Redstone
(d) Chain, Unconditional, Needs RedstoneHere (a), (b), (c), (d) should be in a straight line with (a) pointing into (b), (b) pointing into (c) and (c) pointing into (d).
They have the following commands:
(a) say success
(b) say repeat
(c) say chain1
(d) say chain2
Then you try the following things
#1
Remove all redstone blocks from previous tests.
If you just did #3, you first need to create (a) again.
Do "/say ----------------", so you can later scroll through the chat and know where you started.[@] ----------------
Power (a) with a redstone block.
[@] success
Then Power (b) and quickly unpower (b) afterwards so you chat doesn't get spammed.
[@] repeat
[@] chain1
[@] chain2
[@] repeat
[@] chain1
[@] chain2
[@] repeat
[@] chain1
[@] chain2
[@] repeat
[@] chain1
[@] chain2
[@] repeat
[@] chain1
[@] chain2As you can see the redstone block activated and deactivated the repeat and chain command blocks as expected.
#2
Remove all redstone blocks from previous tests.
If you just did #1, you need to remove (a) and create it again so that it has SuccessCount data of 0.
If you just did #3, you might want to create (a) again, but it is actually not involved in this part of the bug reproduction.
Do "/say ----------------", so you can later scroll through the chat and know where you started.[@] ----------------
Then power (b) with a redstone block.
[@] chain1
[@] chain2As you can see, the repeat command block *(b)Ü doesn't execute any command, but upon being powered it powers the chain on it exactly once. I find this very strange and it seems buggy.
#3
Remove all redstone blocks from previous tests.
If you just did #1, you need to remove (a) and place it again so that it has SuccessCount data of 0.
You need to power (b) and keep it powered with a redstone block.
Do "/say ----------------", so you can later scroll through the chat and know where you started.[@] ----------------
Then power (a) with a redstone block and quickly break (a) afterwards so you chat doesn't get spammed.
[@] repeat
[@] repeat
[@] chain1
[@] chain2
[@] repeat
[@] chain1
[@] chain2
[@] repeat
[@] chain1
[@] chain2
[@] repeat
[@] chain1
[@] chain2
[@] chain1
[@] chain2As you can see, (b) both starts and stops outputting one tick before (c) and (d) do.
I am currently editing this bug report because I found out more about how the bug behaves.
Overview
... coming soon
Exact reproduction steps
First you setup 4 command blocks:
(a) Impulse, Unconditional, Needs Redstone
(b) Repeat, Conditional, Needs Redstone
(c) Chain, Unconditional, Needs Redstone
(d) Chain, Unconditional, Needs RedstoneHere (a), (b), (c), (d) should be in a straight line with (a) pointing into (b), (b) pointing into (c) and (c) pointing into (d).
They have the following commands:
(a) say success
(b) say repeat
(c) say chain1
(d) say chain2
Then you try the following things
#1
Remove all redstone blocks from previous tests.
If you just did #3, you first need to create (a) again.
Do "/say ----------------", so you can later scroll through the chat and know where you started.[@] ----------------
Power (a) with a redstone block.
[@] success
Then Power (b) and quickly unpower (b) afterwards so you chat doesn't get spammed.
[@] repeat
[@] chain1
[@] chain2
[@] repeat
[@] chain1
[@] chain2
[@] repeat
[@] chain1
[@] chain2
[@] repeat
[@] chain1
[@] chain2
[@] repeat
[@] chain1
[@] chain2As you can see the redstone block activated and deactivated the repeat and chain command blocks as expected.
#2
Remove all redstone blocks from previous tests.
If you just did #1, you need to remove (a) and create it again so that it has SuccessCount data of 0.
If you just did #3, you might want to create (a) again, but it is actually not involved in this part of the bug reproduction.
Do "/say ----------------", so you can later scroll through the chat and know where you started.[@] ----------------
Then power (b) with a redstone block.
[@] chain1
[@] chain2As you can see, the repeat command block *(b)Ü doesn't execute any command, but upon being powered it powers the chain on it exactly once. I find this very strange and it seems buggy.
#3
Remove all redstone blocks from previous tests.
If you just did #1, you need to remove (a) and place it again so that it has SuccessCount data of 0.
You need to power (b) and keep it powered with a redstone block.
Do "/say ----------------", so you can later scroll through the chat and know where you started.[@] ----------------
Then power (a) with a redstone block and quickly break (a) afterwards so you chat doesn't get spammed.
[@] repeat
[@] repeat
[@] chain1
[@] chain2
[@] repeat
[@] chain1
[@] chain2
[@] repeat
[@] chain1
[@] chain2
[@] repeat
[@] chain1
[@] chain2
[@] chain1
[@] chain2As you can see, (b) both starts and stops outputting one tick before (c) and (d) do.
I am currently editing this bug report because I found out more about how the bug behaves.
Overview
If you have a repeat command block on conditional mode and attach a trailing chain of chain command blocks to it, you can activate and deactivate all of the chain (including the repeat command block itself) by powering and unpowering the repeat command block with no problem, as long as it's condition is true, if however the condition is false, it strangely powers all the chain command blocks exactly once when receiving a redstone signal. If you keep it powered and instead change the state of the condition, then the execution of the repeat command block both starts and stops one tick earlier then the rest of the chain.
Exact reproduction steps
First you setup 4 command blocks:
(a) Impulse, Unconditional, Needs Redstone
(b) Repeat, Conditional, Needs Redstone
(c) Chain, Unconditional, Needs Redstone
(d) Chain, Unconditional, Needs RedstoneHere (a), (b), (c), (d) should be in a straight line with (a) pointing into (b), (b) pointing into (c) and (c) pointing into (d).
They have the following commands:
(a) say success
(b) say repeat
(c) say chain1
(d) say chain2
Then you try the following things
#1
Remove all redstone blocks from previous tests.
If you just did #3, you first need to create (a) again.
Do "/say ----------------", so you can later scroll through the chat and know where you started.[@] ----------------
Power (a) with a redstone block.
[@] success
Then Power (b) and quickly unpower (b) afterwards so you chat doesn't get spammed.
[@] repeat
[@] chain1
[@] chain2
[@] repeat
[@] chain1
[@] chain2
[@] repeat
[@] chain1
[@] chain2
[@] repeat
[@] chain1
[@] chain2
[@] repeat
[@] chain1
[@] chain2As you can see the redstone block activated and deactivated the repeat and chain command blocks as expected.
#2
Remove all redstone blocks from previous tests.
If you just did #1, you need to remove (a) and create it again so that it has SuccessCount data of 0.
If you just did #3, you might want to create (a) again, but it is actually not involved in this part of the bug reproduction.
Do "/say ----------------", so you can later scroll through the chat and know where you started.[@] ----------------
Then power (b) with a redstone block.
[@] chain1
[@] chain2As you can see, the repeat command block *(b)Ü doesn't execute any command, but upon being powered it powers the chain on it exactly once. I find this very strange and it seems buggy.
#3
Remove all redstone blocks from previous tests.
If you just did #1, you need to remove (a) and place it again so that it has SuccessCount data of 0.
You need to power (b) and keep it powered with a redstone block.
Do "/say ----------------", so you can later scroll through the chat and know where you started.[@] ----------------
Then power (a) with a redstone block and quickly break (a) afterwards so you chat doesn't get spammed.
[@] repeat
[@] repeat
[@] chain1
[@] chain2
[@] repeat
[@] chain1
[@] chain2
[@] repeat
[@] chain1
[@] chain2
[@] repeat
[@] chain1
[@] chain2
[@] chain1
[@] chain2As you can see, (b) both starts and stops outputting one tick before (c) and (d) do.
Overview
If you have a repeat command block on conditional mode and attach a trailing chain of chain command blocks to it, you can activate and deactivate all of the chain (including the repeat command block itself) by powering and unpowering the repeat command block with no problem, as long as it's condition is true, if however the condition is false, it strangely powers all the chain command blocks exactly once when receiving a redstone signal. If you keep it powered and instead change the state of the condition, then the execution of the repeat command block both starts and stops one tick earlier then the rest of the chain.
Exact reproduction steps
First you setup 4 command blocks:
(a) Impulse, Unconditional, Needs Redstone
(b) Repeat, Conditional, Needs Redstone
(c) Chain, Unconditional, Needs Redstone
(d) Chain, Unconditional, Needs RedstoneHere (a), (b), (c), (d) should be in a straight line with (a) pointing into (b), (b) pointing into (c) and (c) pointing into (d).
They have the following commands:
(a) say success
(b) say repeat
(c) say chain1
(d) say chain2
Then you try the following things
#1
Remove all redstone blocks from previous tests.
If you just did #3, you first need to create (a) again.
Do "/say ----------------", so you can later scroll through the chat and know where you started.[@] ----------------
Power (a) with a redstone block.
[@] success
Then Power (b) and quickly unpower (b) afterwards so you chat doesn't get spammed.
[@] repeat
[@] chain1
[@] chain2
[@] repeat
[@] chain1
[@] chain2
[@] repeat
[@] chain1
[@] chain2
[@] repeat
[@] chain1
[@] chain2
[@] repeat
[@] chain1
[@] chain2As you can see the redstone block activated and deactivated the repeat and chain command blocks as expected.
#2
Remove all redstone blocks from previous tests.
If you just did #1, you need to remove (a) and create it again so that it has SuccessCount data of 0.
If you just did #3, you might want to create (a) again, but it is actually not involved in this part of the bug reproduction.
Do "/say ----------------", so you can later scroll through the chat and know where you started.[@] ----------------
Then power (b) with a redstone block.
[@] chain1
[@] chain2As you can see, the repeat command block *(b)Ü doesn't execute any command, but upon being powered it powers the chain on it exactly once. I find this very strange and it seems buggy.
#3
Remove all redstone blocks from previous tests.
If you just did #1, you need to remove (a) and place it again so that it has SuccessCount data of 0.
You need to power (b) and keep it powered with a redstone block.
Do "/say ----------------", so you can later scroll through the chat and know where you started.[@] ----------------
Then power (a) with a redstone block and quickly break (a) afterwards so you chat doesn't get spammed.
[@] repeat
[@] repeat
[@] chain1
[@] chain2
[@] repeat
[@] chain1
[@] chain2
[@] repeat
[@] chain1
[@] chain2
[@] repeat
[@] chain1
[@] chain2
[@] chain1
[@] chain2As you can see, (b) both starts and stops outputting one tick before (c) and (d) do.
Overview
If you have a repeat command block on conditional mode and attach a trailing chain of chain command blocks to it, you can activate and deactivate all of the chain (including the repeat command block itself) by powering and unpowering the repeat command block with no problem, as long as it's condition is true, if however the condition is false, it strangely powers all the chain command blocks exactly once when receiving a redstone signal. If you keep it powered and instead change the state of the condition, then the execution of the repeat command block both starts and stops one tick earlier then the rest of the chain.
Exact reproduction steps
First you setup 4 command blocks:
(a) Impulse, Unconditional, Needs Redstone
(b) Repeat, Conditional, Needs Redstone
(c) Chain, Unconditional, Needs Redstone
(d) Chain, Unconditional, Needs RedstoneHere (a), (b), (c), (d) should be in a straight line with (a) pointing into (b), (b) pointing into (c) and (c) pointing into (d).
They have the following commands:
(a) say success
(b) say repeat
(c) say chain1
(d) say chain2
Then you try the following things
#1
Remove all redstone blocks from previous tests.
If you just did #3, you first need to create (a) again.
Do "/say ----------------", so you can later scroll through the chat and know where you started.[@] ----------------
Power (a) with a redstone block.
[@] success
Then Power (b) and quickly unpower (b) afterwards so you chat doesn't get spammed.
[@] repeat
[@] chain1
[@] chain2
[@] repeat
[@] chain1
[@] chain2
[@] repeat
[@] chain1
[@] chain2
[@] repeat
[@] chain1
[@] chain2
[@] repeat
[@] chain1
[@] chain2As you can see the redstone block activated and deactivated the repeat and chain command blocks as expected.
#2
Remove all redstone blocks from previous tests.
If you just did #1, you need to remove (a) and create it again so that it has SuccessCount data of 0.
If you just did #3, you might want to create (a) again, but it is actually not involved in this part of the bug reproduction.
Do "/say ----------------", so you can later scroll through the chat and know where you started.[@] ----------------
Then power (b) with a redstone block.
[@] chain1
[@] chain2As you can see, the repeat command block (b) doesn't execute any command, but upon being powered it powers the chain on it exactly once. I find this very strange and it seems buggy.
#3
Remove all redstone blocks from previous tests.
If you just did #1, you need to remove (a) and place it again so that it has SuccessCount data of 0.
You need to power (b) and keep it powered with a redstone block.
Do "/say ----------------", so you can later scroll through the chat and know where you started.[@] ----------------
Then power (a) with a redstone block and quickly break (a) afterwards so you chat doesn't get spammed.
[@] repeat
[@] repeat
[@] chain1
[@] chain2
[@] repeat
[@] chain1
[@] chain2
[@] repeat
[@] chain1
[@] chain2
[@] repeat
[@] chain1
[@] chain2
[@] chain1
[@] chain2As you can see, (b) both starts and stops outputting one tick before (c) and (d) do.
Summary
If you have multiple conditional chain command blocks in a row then as soon as the condition is true on the first activation of the chain all of the chain command blocks execute, but when the condition goes back to false, the second command block in line gets executed on more time when you power the chain again, the third even two times more often than expected, the fourth three times, and so on.
Exact bug reproduction
Setup some command blocks exactly like in the attachment picture "Description.png".
All the Chain command blocks are Always Active, the Impulse command block Needs Redstone.If you power the Impulse command block (by pressing the button) while standing away from the command block with /testfor nothing should happen.
Now stand close to the block with the /testfor and press the button.
[@] 1
[@] 2
[@] 3
[@] 4As expected, and working like in 15w35b (and before), all of the chain of command block executed.
Now step back from the /testfor command block and press the button.
[@] 2
[@] 3
[@] 4The /say 1 command block didn't fire just like one would expected, but surprisingly the other three did.
Continue by pressing the button again.
[@] 3
[@] 4and again
[@] 4
and again...
This last time we get no new chat output.
One can clearly see the pattern here, and this works not as intended as well as breaking a lot of use cases for conditional chain command blocks.
How it was in other versions
In the version 15w35b after staying away from the /testfor command block you would immediately get no more feedback in chat from pressing the buttons.
In 15w25c you get close to the /testfor command blocks and press the button twice, getting
[@] 1
after the second click, and then on the next click
[@] 1
[@] 2and so on, and the decativation would be like in 15w35e.
In 15w35d everything behaves exactly like in 15w35e.
Summary
If you have multiple conditional chain command blocks in a row then as soon as the condition is true on the first activation of the chain all of the chain command blocks execute, but when the condition goes back to false, the second command block in line gets executed on more time when you power the chain again, the third even two times more often than expected, the fourth three times, and so on.
Exact bug reproduction
Setup some command blocks exactly like in the attachment picture Description.png
.
All the Chain command blocks are Always Active, the Impulse command block Needs Redstone.If you power the Impulse command block (by pressing the button) while standing away from the command block with /testfor nothing should happen.
Now stand close to the block with the /testfor and press the button.
[@] 1
[@] 2
[@] 3
[@] 4As expected, and working like in 15w35b (and before), all of the chain of command block executed.
Now step back from the /testfor command block and press the button.
[@] 2
[@] 3
[@] 4The /say 1 command block didn't fire just like one would expected, but surprisingly the other three did.
Continue by pressing the button again.
[@] 3
[@] 4and again
[@] 4
and again...
This last time we get no new chat output.
One can clearly see the pattern here, and this works not as intended as well as breaking a lot of use cases for conditional chain command blocks.
How it was in other versions
In the version 15w35b after staying away from the /testfor command block you would immediately get no more feedback in chat from pressing the buttons.
In 15w25c you get close to the /testfor command blocks and press the button twice, getting
[@] 1
after the second click, and then on the next click
[@] 1
[@] 2and so on, and the decativation would be like in 15w35e.
In 15w35d everything behaves exactly like in 15w35e.
Summary
If you have multiple conditional chain command blocks in a row then as soon as the condition is true on the first activation of the chain all of the chain command blocks execute, but when the condition goes back to false, the second command block in line gets executed on more time when you power the chain again, the third even two times more often than expected, the fourth three times, and so on.
Exact bug reproduction
Setup some command blocks exactly like in the attachment picture (Description.png
).
All the Chain command blocks are Always Active, the Impulse command block Needs Redstone.If you power the Impulse command block (by pressing the button) while standing away from the command block with /testfor nothing should happen.
Now stand close to the block with the /testfor and press the button.
[@] 1
[@] 2
[@] 3
[@] 4As expected, and working like in 15w35b (and before), all of the chain of command block executed.
Now step back from the /testfor command block and press the button.
[@] 2
[@] 3
[@] 4The /say 1 command block didn't fire just like one would expected, but surprisingly the other three did.
Continue by pressing the button again.
[@] 3
[@] 4and again
[@] 4
and again...
This last time we get no new chat output.
One can clearly see the pattern here, and this works not as intended as well as breaking a lot of use cases for conditional chain command blocks.
How it was in other versions
In the version 15w35b after staying away from the /testfor command block you would immediately get no more feedback in chat from pressing the buttons.
In 15w25c you get close to the /testfor command blocks and press the button twice, getting
[@] 1
after the second click, and then on the next click
[@] 1
[@] 2and so on, and the decativation would be like in 15w35e.
In 15w35d everything behaves exactly like in 15w35e.
Summary
If you have multiple conditional chain command blocks in a row then as soon as the condition is true on the first activation of the chain all of the chain command blocks execute, but when the condition goes back to false, the second command block in line gets executed on more time when you power the chain again, the third even two times more often than expected, the fourth three times, and so on.
Exact bug reproduction
Setup some command blocks exactly like in the attachment picture (Description.png
).
All the Chain command blocks are Always Active, the Impulse command block Needs Redstone.If you power the Impulse command block (by pressing the button), while standing away from the command block with /testfor, nothing should happen.
Now stand close to the block with the /testfor and press the button.
[@] 1
[@] 2
[@] 3
[@] 4As expected, and working like in 15w35b (and before), all of the chain of command block executed.
Now step back from the /testfor command block and press the button.
[@] 2
[@] 3
[@] 4The /say 1 command block didn't fire just like one would expected, but surprisingly the other three did.
Continue by pressing the button again.
[@] 3
[@] 4and again
[@] 4
and again...
This last time we get no new chat output.
One can clearly see the pattern here, and this works not as intended as well as breaking a lot of use cases for conditional chain command blocks.
How it was in other versions
In the version 15w35b after staying away from the /testfor command block you would immediately get no more feedback in chat from pressing the buttons.
In 15w25c you get close to the /testfor command blocks and press the button twice, getting
[@] 1
after the second click, and then on the next click
[@] 1
[@] 2and so on, and the decativation would be like in 15w35e.
In 15w35d everything behaves exactly like in 15w35e.
Summary
If you have multiple conditional chain command blocks in a row then as soon as the condition is true on the first activation of the chain all of the chain command blocks execute, but when the condition goes back to false, the second command block in line gets executed on more time when you power the chain again, the third even two times more often than expected, the fourth three times, and so on.
Exact bug reproduction
Setup some command blocks exactly like in the attachment picture (Description.png
).
All the Chain command blocks are Always Active, the Impulse command block Needs Redstone.If you power the Impulse command block (by pressing the button), while standing away from the command block with /testfor, nothing should happen.
Now stand close to the block with the /testfor and press the button.
[@] 1
[@] 2
[@] 3
[@] 4As expected, and working like in 15w35b (and before), all of the chain of command block executed.
Now step back from the /testfor command block and press the button.
[@] 2
[@] 3
[@] 4The /say 1 command block didn't fire just like one would expected, but surprisingly the other three did.
Continue by pressing the button again.
[@] 3
[@] 4and again
[@] 4
and again...
This last time we finally get no new chat output anymore.
One can clearly see the pattern here, and this works not as intended as well as breaking a lot of use cases for conditional chain command blocks.
How it was in other versions
In the version 15w35b after staying away from the /testfor command block you would immediately get no more feedback in chat from pressing the buttons.
In 15w25c you get close to the /testfor command blocks and press the button twice, getting
[@] 1
after the second click, and then on the next click
[@] 1
[@] 2and so on, and the decativation would be like in 15w35e.
In 15w35d everything behaves exactly like in 15w35e.
Summary
If you have multiple conditional chain command blocks in a row then as soon as the condition is true on the first activation of the chain all of the chain command blocks execute, but when the condition goes back to false, the second command block in line gets executed on more time when you power the chain again, the third even two times more often than expected, the fourth three times, and so on.
Exact bug reproduction
Setup some command blocks exactly like in the attachment picture (Description.png
).
All the Chain command blocks are Always Active, the Impulse command block Needs Redstone.If you power the Impulse command block (by pressing the button), while standing away from the command block with /testfor, nothing should happen.
Now stand close to the block with the /testfor and press the button.
[@] 1
[@] 2
[@] 3
[@] 4As expected, and working like in 15w35b (and before), all of the chain of command block executed.
Now step back from the /testfor command block and press the button.
[@] 2
[@] 3
[@] 4The /say 1 command block didn't fire just like one would expected, but surprisingly the other three did.
Continue by pressing the button again.
[@] 3
[@] 4and again
[@] 4
and again...
This last time we finally get no new chat output anymore.One can clearly see the pattern here, and this works not as intended as well as breaking a lot of use cases for conditional chain command blocks.
How it was in other versions
In the version 15w35b after staying away from the /testfor command block you would immediately get no more feedback in chat from pressing the buttons.
In 15w25c you get close to the /testfor command blocks and press the button twice, getting
[@] 1
after the second click, and then on the next click
[@] 1
[@] 2and so on, and the decativation would be like in 15w35e.
In 15w35d everything behaves exactly like in 15w35e.
Summary
If you have multiple conditional chain command blocks in a row then as soon as the condition is true on the first activation of the chain all of the chain command blocks execute, but when the condition goes back to false, the second command block in line gets executed on more time when you power the chain again, the third even two times more often than expected, the fourth three times, and so on.
Exact bug reproduction
Setup some command blocks exactly like in the attachment picture (Description.png
).
All the Chain command blocks are Always Active, the Impulse command block Needs Redstone.If you power the Impulse command block (by pressing the button), while standing away from the command block with /testfor, nothing should happen.
Now stand close to the block with the /testfor and press the button.
[@] 1
[@] 2
[@] 3
[@] 4As expected, and working like in 15w35b (and before), all of the chain of command block executed.
Now step back from the /testfor command block and press the button.
[@] 2
[@] 3
[@] 4The /say 1 command block didn't fire just like one would expected, but surprisingly the other three did.
Continue by pressing the button again.
[@] 3
[@] 4and again...
[@] 4
and again...
...this last time we finally get no new chat output anymore.
One can clearly see the pattern here, and this works not as intended as well as breaking a lot of use cases for conditional chain command blocks.
How it was in other versions
In the version 15w35b after staying away from the /testfor command block you would immediately get no more feedback in chat from pressing the buttons.
In 15w25c you get close to the /testfor command blocks and press the button twice, getting
[@] 1
after the second click, and then on the next click
[@] 1
[@] 2and so on, and the decativation would be like in 15w35e.
In 15w35d everything behaves exactly like in 15w35e.
How to reproduce
- Place a command block
minecartReopen the world- Destroy it in creative mode using your hand, a sword / tool or an arrow
→ The command blockminecartdroppeda minecart (named "@"), whereas empty / normal minecartstilldropsnothing.Code analysis
The following is based on decompiled version of Minecraft 1.8 using MCP. All method and class names are the names used in the decompiled version.
The reason why this happens is that the public void writeDataToNBT(NBTTagCompound p_145758_1_) method of the net.minecraft.command.server.CommandBlockLogic class always saves the CustomName in the NBT data. As this only happens when you unload the minecart or reopen the world a MinecartCommandBlock that is summoned and directly destroyed does not cause this. Instead the method should only save the CustomName if it is not "@".
/** * Stores data to NBT format. */ public void writeDataToNBT(NBTTagCompound p_145758_1_) { p_145758_1_.setString("Command", this.commandStored); p_145758_1_.setInteger("SuccessCount", this.successCount); // Replaced this //p_145758_1_.setString("CustomName", this.customName); if (!this.customName.equals("@")) { p_145758_1_.setString("CustomName", this.customName); } p_145758_1_.setBoolean("TrackOutput", this.trackOutput); if (this.lastOutput != null && this.trackOutput) { p_145758_1_.setString("LastOutput", IChatComponent.Serializer.componentToJson(this.lastOutput)); } this.field_175575_g.func_179670_b(p_145758_1_); }How to reproduce
- Place a minecart with command block
- Leave and reopen the world
- Destroy it in creative mode using your hand, a sword / tool or an arrow
→ The minecart with command block drops a minecart item (named "@"), whereas an empty / normal minecart would’ve dropped nothing after these steps.Code analysis
The following is based on decompiled version of Minecraft 1.8 using MCP. All method and class names are the names used in the decompiled version.
The reason why this happens is that the public void writeDataToNBT(NBTTagCompound p_145758_1_) method of the net.minecraft.command.server.CommandBlockLogic class always saves the CustomName in the NBT data. As this only happens when you unload the minecart or reopen the world a MinecartCommandBlock that is summoned and directly destroyed does not cause this. Instead the method should only save the CustomName if it is not "@".
/** * Stores data to NBT format. */ public void writeDataToNBT(NBTTagCompound p_145758_1_) { p_145758_1_.setString("Command", this.commandStored); p_145758_1_.setInteger("SuccessCount", this.successCount); // Replaced this //p_145758_1_.setString("CustomName", this.customName); if (!this.customName.equals("@")) { p_145758_1_.setString("CustomName", this.customName); } p_145758_1_.setBoolean("TrackOutput", this.trackOutput); if (this.lastOutput != null && this.trackOutput) { p_145758_1_.setString("LastOutput", IChatComponent.Serializer.componentToJson(this.lastOutput)); } this.field_175575_g.func_179670_b(p_145758_1_); }
Breaking a command blockminecartin creative drops a minecart after reloading the worldBreaking a minecart with command block in creative drops a minecart after reloading the world
How to reproduce
- Place a minecart with command block
- Leave and reopen the world
- Destroy it in creative mode using your hand, a sword / tool or an arrow
→ The minecart with command block drops a minecart item (named "@"), whereas an empty / normal minecart would’ve dropped nothing after these steps. Also if you don’t leave and reopen the world a minecart with command blocks drops nothing either.Code analysis
The following is based on decompiled version of Minecraft 1.8 using MCP. All method and class names are the names used in the decompiled version.
The reason why this happens is that the public void writeDataToNBT(NBTTagCompound p_145758_1_) method of the net.minecraft.command.server.CommandBlockLogic class always saves the CustomName in the NBT data. As this only happens when you unload the minecart or reopen the world a MinecartCommandBlock that is summoned and directly destroyed does not cause this. Instead the method should only save the CustomName if it is not "@".
/** * Stores data to NBT format. */ public void writeDataToNBT(NBTTagCompound p_145758_1_) { p_145758_1_.setString("Command", this.commandStored); p_145758_1_.setInteger("SuccessCount", this.successCount); // Replaced this //p_145758_1_.setString("CustomName", this.customName); if (!this.customName.equals("@")) { p_145758_1_.setString("CustomName", this.customName); } p_145758_1_.setBoolean("TrackOutput", this.trackOutput); if (this.lastOutput != null && this.trackOutput) { p_145758_1_.setString("LastOutput", IChatComponent.Serializer.componentToJson(this.lastOutput)); } this.field_175575_g.func_179670_b(p_145758_1_); }
How to reproduce
- Place a minecart with command block
- Leave and reopen the world
- Destroy it in creative mode using your hand, a sword / tool or an arrow
→ The minecart with command block drops a minecart item (named "@"), whereas an empty / normal minecart would’ve dropped nothing after these steps. Also if you don’t leave and reopen the worldaminecart with command blocks drops nothing either.Code analysis
The following is based on decompiled version of Minecraft 1.8 using MCP. All method and class names are the names used in the decompiled version.
The reason why this happens is that the public void writeDataToNBT(NBTTagCompound p_145758_1_) method of the net.minecraft.command.server.CommandBlockLogic class always saves the CustomName in the NBT data. As this only happens when you unload the minecart or reopen the world a MinecartCommandBlock that is summoned and directly destroyed does not cause this. Instead the method should only save the CustomName if it is not "@".
/** * Stores data to NBT format. */ public void writeDataToNBT(NBTTagCompound p_145758_1_) { p_145758_1_.setString("Command", this.commandStored); p_145758_1_.setInteger("SuccessCount", this.successCount); // Replaced this //p_145758_1_.setString("CustomName", this.customName); if (!this.customName.equals("@")) { p_145758_1_.setString("CustomName", this.customName); } p_145758_1_.setBoolean("TrackOutput", this.trackOutput); if (this.lastOutput != null && this.trackOutput) { p_145758_1_.setString("LastOutput", IChatComponent.Serializer.componentToJson(this.lastOutput)); } this.field_175575_g.func_179670_b(p_145758_1_); }How to reproduce
- Place a minecart with command block
- Leave and reopen the world
- Destroy it in creative mode using your hand, a sword / tool or an arrow
→ The minecart with command block drops a minecart item (named "@"), whereas an empty / normal minecart would’ve dropped nothing after these steps. Also if you don’t leave and reopen the world first, the minecart with command blocks drops nothing either.Code analysis
The following is based on decompiled version of Minecraft 1.8 using MCP. All method and class names are the names used in the decompiled version.
The reason why this happens is that the public void writeDataToNBT(NBTTagCompound p_145758_1_) method of the net.minecraft.command.server.CommandBlockLogic class always saves the CustomName in the NBT data. As this only happens when you unload the minecart or reopen the world a MinecartCommandBlock that is summoned and directly destroyed does not cause this. Instead the method should only save the CustomName if it is not "@".
/** * Stores data to NBT format. */ public void writeDataToNBT(NBTTagCompound p_145758_1_) { p_145758_1_.setString("Command", this.commandStored); p_145758_1_.setInteger("SuccessCount", this.successCount); // Replaced this //p_145758_1_.setString("CustomName", this.customName); if (!this.customName.equals("@")) { p_145758_1_.setString("CustomName", this.customName); } p_145758_1_.setBoolean("TrackOutput", this.trackOutput); if (this.lastOutput != null && this.trackOutput) { p_145758_1_.setString("LastOutput", IChatComponent.Serializer.componentToJson(this.lastOutput)); } this.field_175575_g.func_179670_b(p_145758_1_); }
How to reproduce
- Place a minecart with command block
- Leave and reopen the world
- Destroy it in creative mode using your hand, a sword / tool or an arrow
→ The minecart with command block drops a minecart item(named "@"), whereas an empty / normal minecart would’ve dropped nothing after these steps. Also if you don’t leave and reopen the world first, the minecart with command blocks drops nothing either.Code analysis
The following is based on decompiled version of Minecraft 1.8 using MCP. All method and class names are the names used in the decompiled version.
The reason why this happens is that the public void writeDataToNBT(NBTTagCompound p_145758_1_) method of the net.minecraft.command.server.CommandBlockLogic class always saves the CustomName in the NBT data. As this only happens when you unload the minecart or reopen the world a MinecartCommandBlock that is summoned and directly destroyed does not cause this. Instead the method should only save the CustomName if it is not "@".
/** * Stores data to NBT format. */ public void writeDataToNBT(NBTTagCompound p_145758_1_) { p_145758_1_.setString("Command", this.commandStored); p_145758_1_.setInteger("SuccessCount", this.successCount); // Replaced this //p_145758_1_.setString("CustomName", this.customName); if (!this.customName.equals("@")) { p_145758_1_.setString("CustomName", this.customName); } p_145758_1_.setBoolean("TrackOutput", this.trackOutput); if (this.lastOutput != null && this.trackOutput) { p_145758_1_.setString("LastOutput", IChatComponent.Serializer.componentToJson(this.lastOutput)); } this.field_175575_g.func_179670_b(p_145758_1_); }How to reproduce
- Place a minecart with command block
- Leave and reopen the world
- Destroy it in creative mode using your hand, a sword / tool or an arrow
→ The minecart with command block drops a (regular) minecart (item) named "@", whereas an empty / normal minecart would’ve dropped nothing after these steps. Also if you don’t leave and reopen the world first, the minecart with command blocks drops nothing either.Code analysis
The following is based on decompiled version of Minecraft 1.8 using MCP. All method and class names are the names used in the decompiled version.
The reason why this happens is that the public void writeDataToNBT(NBTTagCompound p_145758_1_) method of the net.minecraft.command.server.CommandBlockLogic class always saves the CustomName in the NBT data. As this only happens when you unload the minecart or reopen the world a MinecartCommandBlock that is summoned and directly destroyed does not cause this. Instead the method should only save the CustomName if it is not "@".
/** * Stores data to NBT format. */ public void writeDataToNBT(NBTTagCompound p_145758_1_) { p_145758_1_.setString("Command", this.commandStored); p_145758_1_.setInteger("SuccessCount", this.successCount); // Replaced this //p_145758_1_.setString("CustomName", this.customName); if (!this.customName.equals("@")) { p_145758_1_.setString("CustomName", this.customName); } p_145758_1_.setBoolean("TrackOutput", this.trackOutput); if (this.lastOutput != null && this.trackOutput) { p_145758_1_.setString("LastOutput", IChatComponent.Serializer.componentToJson(this.lastOutput)); } this.field_175575_g.func_179670_b(p_145758_1_); }
@Dlawso the Really Lucky Rabbit: Frank Steffahn is not bullying you (but accusing him of doing so could be considered as....).
People are simply annoyed of your unsourced, arbitrary Intended. Take the recommendation of Frank Steffahn as positive criticism.



No, they render opaque all the time now. So the bug is gone (since 1.7.4 I believe to remember).
This bug still exists in 14w07a.
I can confirm that this is an issue in 14w08a!
This issue is invalid! Both commands work if you have a "Creeper" score of 1. You must have had a score of 0 or lower when you tested that. Everything works as intended. In my opinion a mod should close this issue.
This issue duplicates the issue:
MC-44571But this issue is more popular, the description is more detailed and the affected versions are more up to date.
Just asing.. Where has this been listed in any snapshot's changelist? I wouldn't consider this intended.
Yes, it's the same.
It's definately gone in 14w17a!
Possibly already earlier, but probably just by 14w17a because of Mojang switching back to old minecart physics
What??
Please be more specific!
I know that, but why should a pig be a player??
With "more specific" I meant, more specific about what I should do not adding some explanation of things I already know! Your comment sounds like you think there is no bug, so you should be able to explain to me what I do wrong, why it is wrong and how exactly I should archive what I want to do, otherwise think about what you want to tell me before you tell nonsense (because this sounds like it makes no sense, hence my "What??")
I believe you missed the point of my bug report, the command only fails if there are no pigs in the world, otherwise it tells all the players a list of all the pigs without a problem. But why should the whole command fail rather than just displaying the message with no players?
Just to help you out: the "@e[type=Pig]" selector in my command is not a target but part of the contents of the tellraw command! It needn't be a subset of the target or something like that.
Confirmed.
How do you know?
This is exactly what the bug describes. That the menu is WIP would only explain why the bug exists, not that it would be intended.
Have you even done what the description tells you? You just get an empty menu with just the option to close it after the teleportation. Seems more like a bug to me that like an intended thing and even if it was intended it seems reasonable to report it as a bug without the need for you to tell the reporter that he's doing things wrong and making feature requests.
Also, I'd recommend you to write more than just "Intended."
Even the Moderators write something like "Works as intended."
Also, you are not Mojang, so all you could argue would be "Probably works as intended.", or "Works as intended, see ..." with a link to some information from Mojang that proofs their intentions.
This is maybe related but in no part a duplicate. As I'm demonstrating the scoreboard in case 4. is neither fully reset nor 0. If it was reset it would behave like in the cases 1. and 2. for "scoreboard players reset * o", if it was 0 the "/scoreboard test p o * *" command wouldn't fail.
I'm sorry If you feel bad from my comment, I really just wanted to help you with some tips / suggestion.
You need random ticks for reactivating redstone torches after burnout, because .. it has always been like this.. well by the way I don't even know any use of this feature (exept a really impractical and buggy random number generator I once built), so it should be OK if they don't reactivate with random ticks after they burned out. This change would also turn some compact piston doors I've seen, which use torch burnout mechanics, 100% reliable and less buggy! So I believe it could be great if simply the redstone components don't receive the random ticks at all.
Yes, still an issue.
Yep, it is still in 1.8.3 and the most annoying bug in the world. You are forced to restart the game if you want to use a maximized window after full-screen mode.
BTW: This is actually already a bug in 15w34d. (You would use redstone blocks to power the chain command blocks then, because of the Always Active option missing.)
This behavior is somewhat useful as you can use command blocks as block update detectors
What do you mean by "however all repeating command chains execute twice"?
EDIT: I think I got you, I didn't see the screenshots.
EDIT2: ..but what do you mean by "and the impulse chain works correctly in a success condition, but not in a failure condition"
This is actually fixed in the d snapshot.
If I make the chain longer with more conditional chain CBs it behaves oddly... I'll try if I can figure out what exactly happens and maybe create a more detailed bug report.
Idk, I just made a bug report on my own (MC-87611), no idea whether you meant the same thing or something else which I don't understand from your description..
So, MC-87611 was just flagged fixed. We'll find out if that fixed this issue, too, when the next Snapshot gets released.
Yolandi Briel, you can test it now