jodi850
- jodi850
- jodi850
- Europe/Stockholm
- Yes
- No
the stack number of potions doesnt appear in 13w42a snapshot
it did work normal in the 13w41b snapshothow to reproduce:
1: get snapshot 13w41b
2: type /give [your minecraft name] minecraft:potion 16 16453
3:it should give you a stack of 16 instant health potions. but the number doesnt appear
4: now do /gamemode 0 if you arent in survival already
5: trow the potions
6: see that its only visual. and that you can trow it 16 timesthe stack number of potions doesnt appear in 13w42a snapshot
it did work normal in the 13w41b snapshothow to reproduce:
1: get snapshot 13w41b
2: type /give (your minecraft name) minecraft:potion 16 16453
3:it should give you a stack of 16 instant health potions. but the number doesnt appear
4: now do /gamemode 0 if you arent in survival already
5: trow the potions
6: see that its only visual. and that you can trow it 16 times
the stack number of potions doesnt appear in 13w42a snapshot
it did work normal in the 13w41b snapshothow to reproduce:
1: get snapshot 13w41b
2: type /give (your minecraft name) minecraft:potion 16 16453
3:it should give you a stack of 16 instant health potions. but the stack number doesnt appear
4: now do /gamemode 0 if you arent in survival already
5: trow the potions
6: see that its only visual. and that you can trow it 16 times
the stack number of potions doesnt appear in 13w42a snapshot
it did work normal in the 13w41b snapshothow to reproduce:
1: get snapshot 13w41b
2: type /give (your minecraft name) minecraft:potion 16 16453
3:it should give you a stack of 16 instant health potions. but the stack number doesnt appear
4: now do /gamemode 0 if you arent in survival already
5: trow the potions
6: see that its only visual. and that you can trow it 16 timesedit: seem to only happend when the potion has an potion effect
so. how can i explain this...
well. im making a pvp map with a class system.
right now i set it up that if you die you keep your inventory and it gets cleared on respawn(to prevent items laying everywhere)
first time around. on the strat of the game. it works fine. when i set the scoreboard to give me aonther kit. its fine. but as soon as i die
my items wont be given back. but the command block says that it gave items to me. and i see that the redstone part works normal.and when i relog i see my items again. so i think that the server and client get out of sync :/
so. how can i explain this...
well. im making a pvp map with a class system.
right now i set it up that if you die you keep your inventory and it gets cleared on respawn(to prevent items laying everywhere)
first time around. on the start of the game. it works fine. when i set the scoreboard to give me aonther kit. its fine. but as soon as i die
my items wont be given back. but the command block says that it gave items to me. and i see that the redstone part works normal.and when i relog i see my items again. so i think that the server and client get out of sync :/
so. how can i explain this...
well. im making a pvp map with a class system.
right now i set it up that if you die you keep your inventory and it gets cleared on respawn(to prevent items laying everywhere)
first time around. on the start of the game. it works fine. when i set the scoreboard to give me aonther kit. its fine. but as soon as i die
my items wont be given back. but the command block says that it gave items to me. and i see that the redstone part works normal.and when i relog i see my items again. so i think that the server and client get out of sync :/
if its unclear. i might be able to film it or something. but then someone needs to explain me how to
so i read the death players dont get detected was a bug(they said it was intended). i loaded my test world. i hooked up a command block to a clock. inerted the /testfor @a command. and did /kill. and it still didt detect me :/
Edit: tested it. doesnt work for servers eighter
so i read the death players dont get detected was a bug(they said it was intended). i loaded my test world. i hooked up a command block to a clock. inserted the /testfor @a command. and did /kill. and it still didt detect me :/
Edit: tested it. doesnt work for servers eighter
@a,@e,@p and @r still dont work for death players(in singleplayer)
so you have the option to show/hide nametags in teams. but when you set it to always. invisble players have still visible nametags. even to the onther team. breaking their invisbilty. and on some pvp maps. its just way to big to judt seek for enemys. like when your only playing with 2 friends ona huge pvp map
so you have the option to show/hide nametags in teams. but when you set it to always. invisble players have still visible nametags. even to the onther team. breaking their invisbilty. and on some pvp maps.
its just way to big to just seek for enemys. like when your only playing with 2 friends on a huge pvp map with invisiblty potions.or you have a survival server with teams
so you have the option to show/hide nametags in teams. but when you set it to always. invisble players have still visible nametags. even to the onther team. breaking their invisbilty. and on some pvp maps.
its just way to big to just seek for enemys. like when your only playing with 2 friends on a huge pvp map with invisiblty potions.or you have a survival server with teams
invisbility potions are then just useless
hey, im working on this little map, that uses the tp command alot, and i notice sometime it doesnt load the chunks around me when i teleport to somewhere, and sometimes it does, it was in the previous snapshot too,
how to reproduce:
create/open a world in 15w35b with cheats enabled
teleport to a location with unloaded chunks
watch as nothing loads around you, you can even clip through walls with this
just close and reopen world to get the chunks to loadhey, im working on this little map, that uses the tp command alot, and i notice sometime it doesnt load the chunks around me when i teleport to somewhere, and sometimes it does, it was in the previous snapshot too,
how to reproduce:
create/open a world in 15w35b with cheats enabled
teleport to a location with unloaded chunk (or really far away)
watch as nothing loads around you, you can even clip through walls with this
just close and reopen world to get the chunks to load
hey, im working on this little map, that uses the tp command alot, and i notice sometime it doesnt load the chunks around me when i teleport to somewhere, and sometimes it does, it was in the previous snapshot too,
how to reproduce:
create/open a world in 15w35b with cheats enabled
teleport to a location with unloaded chunk (or really far away)
watch as nothing loads around you, you can even clip through walls with this
just close and reopen world to get the chunks to loadEDIT: i have been playing around this bug, and have noticed that command blocks, and redstone get loaded normaly, however any command block trying to teleport a player in the area of a glitched out player fails to teleport them away, as if the client isnt updating its position
title says all, if you teleport a long distance with the tp command, it wont load the chunks around you, you have to quit and reload the world,
looks like it only affects servers
singleplayer,multiplayer
logs
title says all, if you teleport a long distance with the tp command, it wont load the chunks around you, you have to quit and reload the world,looks like it only affects servers
title says all,
Teleporting into negative Z axis makes the world chunks unable to load, reloading that world fixes this problem,Redstone seems to work in those non-loaded chunks, however, area teleport command blocks in unloaded chunks only teleport players away that have those chunks loaded,
title says all,
Teleporting at least 276 blocks into negative Z axis makes the world chunks unable to load, reloading that world fixes this problem,Redstone seems to work in those non-loaded chunks, however, area teleport command blocks in unloaded chunks only teleport players away that have those chunks loaded,
Map in attachments,
multiplayer, singleplayer
title says all,
Teleporting at least 276 blocks into negative Z axis makes the world chunks unable to load, reloading that world fixes this problem,Redstone seems to work in those non-loaded chunks, however, area teleport command blocks in unloaded chunks only teleport players away that have those chunks loaded,
Map in attachments,
EDIT: thr above bug is fixed in 15w37a, however it has been replaced by a new set of bugs, and i have the feeling they are caused by the same chunk glitch in 15w36d,
What i mean is, now, whenever a player is teleported:
If multiple people are teleported together, at least one client crashes/gets kicked off the server,
Player positions are not updated(area command blocks dont trigger.
One or several chunks can be missing.
Players sometimes become invisible.
Etc,
title says all,
Teleporting at least 276 blocks into negative Z axis makes the world chunks unable to load, reloading that world fixes this problem,Redstone seems to work in those non-loaded chunks, however, area teleport command blocks in unloaded chunks only teleport players away that have those chunks loaded,
Map in attachments,
EDIT: th
rabove bug is fixed in 15w37a, however it has been replaced by a new set of bugs, and i have the feeling they are caused by the same chunk glitch in 15w36d,What i mean is, now, whenever a player is teleported:
If multiple people are teleported together, at least one client crashes/gets kicked off the server,
Player positions are not updated(area command blocks dont trigger.
One or several chunks can be missing.
Players sometimes become invisible.
Etc,title says all,
Teleporting at least 276 blocks into negative Z axis makes the world chunks unable to load, reloading that world fixes this problem,Redstone seems to work in those non-loaded chunks, however, area teleport command blocks in unloaded chunks only teleport players away that have those chunks loaded,
Map in attachments,
EDIT: the above bug is fixed in 15w37a, however it has been replaced by a new set of bugs, and i have the feeling they are caused by the same chunk glitch in 15w36d,
What i mean is, now, whenever a player is teleported:
If multiple people are teleported together, at least one client crashes/gets kicked off the server,
Player positions are not updated(area command blocks dont trigger.
One or several chunks can be missing.
Players sometimes become invisible.
Etc,
giving yourself any custom potion gives you an pink and black checkered item, it still behaves like a normal potion
exaimple:
{Id:2,Amplifier:1,Duration:300}
/give @a splash_potion 1 16394 {CustomPotionEffects:[]}
giving yourself any custom potion gives you an pink and black checkered item, it still behaves like a normal potion
command i have been using:
{Id:2,Amplifier:1,Duration:300}
/give @a splash_potion 1 16394 {CustomPotionEffects:[]}
okay, so i have to track how many kills a team has, thats all fine, but i have a class that can spawn mobs on his team, but strangly, mobs on a team dont increment the KilledbyTeam score of any player they kill!
i have added some screen shots to show what i mean
what i did was:
1: create a zombie that is on team blue
2: create a objective that tracks killedbyteam.blue, and show it on the side bar
3 :get killed by said zombie
4: score doesnt increase, even through the zombie is on team blue
okay, so i have to track how many kills a team has, thats all fine, but i have a class that can spawn mobs on his team, but strangly, mobs on a team dont increment the KilledbyTeam score of any player they kill!
i have added some screen shots to show what i mean
what i did was:
1: create a zombie that is on team blue
2: create a objective that tracks killedbyteam.blue, and show it on the side bar
3 :get killed by said zombie
4: score doesnt increase, even through the zombie is on team bluewhat i expected, would be that, because your technically killed by the blue team, it would increase the score, but no :x
so i have this minigame, and i have to teleport players around sometimes
however i have noticed that, when a player is teleported to an unloaded chunk, he/she loads said chunk, and starts the redstone there, but area command blocks (r=3 for exaimple) or command blocks searching for this player, fail to find them, even when the player is in raange
disconnecting and reconnection solves said problem temporaily
i have the feeeling its the same bug stated here: https://bugs.mojang.com/browse/MC-87992
i think the not chunk loading got fixed by the optimasations, but the redstone/player position part still isnt fixed
so i have this minigame, and i have to teleport players around sometimes
however i have noticed that, when a player is teleported to an unloaded chunk, he/she loads said chunk, and starts the redstone there, but area command blocks (r=3 for exaimple) or command blocks searching for this player, fail to find them, even when the player is in raange
disconnecting and reconnection solves said problem temporaily
i have the feeeling its the same bug stated here: https://bugs.mojang.com/browse/MC-87992
i think the not
chunkloading got fixed by the optimasations, but the redstone/playerposition part still isnt fixedso i have this minigame, and i have to teleport players around sometimes
however i have noticed that, when a player is teleported to an unloaded chunk, he/she loads said chunk, and starts the redstone there, but area command blocks (r=3 for exaimple) or command blocks searching for this player, fail to find them, even when the player is in raange
disconnecting and reconnection solves said problem temporaily
i have the feeeling its the same bug stated here: https://bugs.mojang.com/browse/MC-87992
i think the not-chunk-loading got fixed by the optimizations, but the redstone/player-position part still isnt fixed
so i have this minigame, and i have to teleport players around sometimes
however i have noticed that, when a player is teleported to an unloaded chunk, he/she loads said chunk, and starts the redstone there, but area command blocks (r=3 for exaimple) or command blocks searching for this player, fail to find them, even when the player is in raange
disconnecting and reconnecti
on solves said problem temporailyi have the fee
eling its the same bug stated here: https://bugs.mojang.com/browse/MC-87992i think the not-chunk-loading got fixed by the optimizations, but the redstone/player-position part still isnt fixed
so i have this minigame, and i have to teleport players around sometimes
however i have noticed that, when a player is teleported to an unloaded chunk, he/she loads said chunk, and starts the redstone there, but area command blocks (r=3 for exaimple) or command blocks searching for this player, fail to find them, even when the player is in raange
disconnecting and reconnecting solves said problem temporaily
i have the feeling its the same bug stated here: https://bugs.mojang.com/browse/MC-87992
i think the not-chunk-loading got fixed by the optimizations, but the redstone/player-position part still isnt fixed
So i am working on this project. And had used a flat world setting to generate air
. Only worlds. It worked like a charm. But then i noticed villages spawning ontop of the void. So i turned off structure generation in the server config. Hoping it would fix it. But they still appear.Steps:
1: create a minecraft server wich is flat. And air only
2: turn off generate structures in the config. And start server
3: walk/ teleport around to see them still spawnSo i am working on this project. And had used a flat world setting to generate air only worlds. It worked like a charm. But then i noticed villages spawning ontop of the void. So i turned off structure generation in the server config. Hoping it would fix it. But they still appear.
Steps:
1: create a minecraft server wich is flat. And air only
2: turn off generate structures in the config. And start server
3: walk/ teleport around to see them still spawn
so. teleporting players
aroundcauses them to become desynced:-they will be invisible to other players
-they wont feel the effect of any potion effect
-they can still move aroundrelogging usually fixes the problem
also: if it happens. it usually will happen with every player that teleported around the same time
so. teleporting players towards unloaded chunks causes them to become desynced:
-they will be invisible to other players
-they wont feel the effect of any potion effect
-they can still move aroundrelogging usually fixes the problem
also: if it happens. it usually will happen with every player that teleported around the same time
damage that has no knockback now deals a random knockback in a random direction
damage like:
{player}
-/kill command (when you die your camera gets pushed in a random direction)
-/effectinstant_damage 1 0
damage that has no knockback now deals a random knockback in a random direction
damage like:
{player}
-/kill command (when you die your camera gets pushed in a random direction)
-/effectinstant_damage 1 0
-poison damage
-fall damage
damage that has no knockback now deals a random knockback in a random direction
damage like:
{player}
-/kill command (when you die your camera gets pushed in a random direction)
-/effectinstant_damage 1 0
-poison damage
-fall damagedamage that has no knockback now deals a random knockback in a random direction
damage like:
-/kill command (when you die your camera gets pushed in a random direction)
-/effect (player) instant_damage 1 0
-poison damage
-fall damage










looks like it yeh. hope they fix it soon. it stops my map death on its tracks
EDIT: yeh its the same. when i go look in the spawnpoint. i see the items on the ground
It breaks so much of my map. Is there any way to check death players now?
And it breaks wireless redstone on adventure maps. When someone dies
wait. how did you spawn a wither skull without it vanishing?
i can confirm that. also happens in my test world :/
but i also need to detect all players that are not death
but if its intended. i dont get it. because if we rlly dont want to detect death players we would just do /testfor @a[score_death=0]. so it would be useless and breaking current redstone systems for nothing
i mean it doesnt detect you while your death(on the respawn menu)
so it still vanishes after 0.1 sec?
im trying to find a way to spawn it so it works normally
i already made a new issue ticket for it. but they dont respond on it at all
https://bugs.mojang.com/browse/MC-47809
so far nothing. is this gonna be fixed before 1.8?
its already 3-4 snapshots ago this bug popped up. is it so hard to fix? o_O
just add an argument :
alive=boolean
and if you dont put that argument in. it will check for both.
if you do it that way. you can check for only death or alive players. or both
and most maps will work normaly again
nvm. just saw that 1.7.5 doesnt have @e in it. someone close this.
does it still function normaly?
kinda neat idea. enchant tables with storage
still affects 14w21b
can anyone confirm?
But i removed villages from my preset, and village regenration seeks for valid spots, wich air/void isnt
will try, hold on
it isnt much that it has to load anyway :s
render distance 2 didt help, chunks still dont load on my server after teleport :x
both client and server say nothing unusual, and editing server view distance had no effect
sure, one moment,
Edit: i added the logs to the main post above
hmm, try using @e[type=!Player], and look if it gives an error,
else maybe you should use data tags :s
its a strange bug indeed :x, thanks for the trying anyway
Edit: if it could help, you could join my server for a minute, if you want, im running the server on the same computer i play minecraft with, so maybe thats the problem? :x
is not true
{Team:teamname}do /summon Zombie ~ ~ ~
zombie will not attack players on team teamname
(checks for uppercase letters too)
ticks per second drop?
anyway, so its not that running the server on the same pc is the problem? :o
thats...actually not a bad of an idea, i would bet thats indeed the problem yeah,
try doing it your way, and then get out of the skeleton range/toggle gamemode to creative and back to survival
i tested the skeletons on my own server aswell, it seems like each time the skeleton tries to target a player of the same team, it quickly removes said target,
if you walk close enough, the skeleton is able to fire its arrow at you before his target is cleared, thus, a bug, :x
at least, thats what i see on my server
oh and its invalid because a mod a few messages above thinks this is a suggestion
as i said, a skeleton on a team still targets that team, the game just lazly removes the target from the skeleton if its in the same team, just not fast enough
why its only for skeletons i have no idea, zombies and creepers work fine
No, they are affected by teams, just not friendly fire etc
and this bug report isnt because mobs dont follow team rules, its because skeletons fire at allies on the same team
well, i dont think its the speed, i think it has to do with the player position not updating correctly, so its not sending out its chunks
Thanks
I just did, began thinking it was something with my pc >.<,
Cant test the numbers on my world until later today, i teleport away 1000 blocks, however the world always stops loading when teleporting negative, just as you said, i just never noticed that
i tested it on my server, no, we arent talking about the same bug, it stops loading eighter way, it rarely decides to do its thing and load the world, but mostly it doenst work
are you using singleplayer, or a server?
EDIT: i now see something strange on the new server log, however i doubt it has anything to do with it, because it wasnt in the previous logs:
[Server console handler/ERROR]: Exception handling console input
java.io.IOException: The handle is invalid
at java.io.FileInputStream.readBytes(Native Method) ~[?:1.8.0_60]
at java.io.FileInputStream.read(Unknown Source) ~[?:1.8.0_60]
at java.io.BufferedInputStream.read1(Unknown Source) ~[?:1.8.0_60]
at java.io.BufferedInputStream.read(Unknown Source) ~[?:1.8.0_60]
at sun.nio.cs.StreamDecoder.readBytes(Unknown Source) ~[?:1.8.0_60]
at sun.nio.cs.StreamDecoder.implRead(Unknown Source) ~[?:1.8.0_60]
at sun.nio.cs.StreamDecoder.read(Unknown Source) ~[?:1.8.0_60]
at java.io.InputStreamReader.read(Unknown Source) ~[?:1.8.0_60]
at java.io.BufferedReader.fill(Unknown Source) ~[?:1.8.0_60]
at java.io.BufferedReader.readLine(Unknown Source) ~[?:1.8.0_60]
at java.io.BufferedReader.readLine(Unknown Source) ~[?:1.8.0_60]
at kv$2.run(SourceFile:93) [minecraft_server.jar:?]
15w36d still has this bug while the iron golem one is fixed, so it was not a dublicate
At least using the team datatag, they still attack their allies sometimes, and not only with skeletons anymore, zombies attack, creepers explode...
Should i note, that when i discovered it, i was summoning the mob directly at the players location?
why isnt it confirmed yet?
Not only skeletons, creepers sometimes get enough time to blow up, zombies can sometime hit if your at the same block as the zombie, i think its a general AI thing
True, but still, just to make sure mods understand aswell
I can indeed confirm that, my server is fixed aswell
Not sure about players connecting, my friends arent online at the moment, but i would suspect that that would be fixed aswell
EDIT: never mind, its still bugging like hell, at least on the server
now the chunks do indeed work, rarely one or several chunks still dont load
the clients crash randomly when teleporting
players are invisible after teleporting sometimes
player position isnt updated any more,(area command blocks dont get triggerd)
there is always one client that crashes on every teleport(as far as i know, only with command block teleports), but multiple crashes are possible too
and i have the weird feeling its the same bug
(client crash log in attachments)
It might have to be noted, that when there are 2 players, each on different teams, and you spawn a mob that belongs to one of them, they indeed target the other team, its just when they have no other targets, that they start to attack their own team
Can no one confirm?
Can confirm. For all those saying that the water is pulling you down
Normal gravity pulls you down too. By that logic. Levitation wouldt do anything at all
Its somewhat still there. But not as bad as it used to be. Now sometimes players become invisible for each other. But no more chunk errors.
The steps are still the same. Just teleport into unloaded chunks on a multiplayer server. And sometimes players are invisible to each other
Yes they do.
I even notice giving it a flat world code without village in it still spawns them
This isnt a duplicate. This isnt about team rules or anything. This is that your technically get killed by a team and it doesnt count
Im not sure. Since the chunk loading optimisation chunks load normally. But sometimes player's position isnt updated (invisble to other players. Elytras/wings not working, potion effects like jump boost and speed not affecting the player, etc)
I have the feeling its all caused by the same bug that caused the chunks to not load
If its already reported in more depth. Then yeah. It can be closed
Okay. Ill try that as soon as possible. But still. In my opinions. Void isnt valid ground in the first place :x
Oh now i see what you mean. But indeed i accidentally posted two bugs. Sorry :x. You still want me to try and change the nbt inside the world.dat? :o
Objection: this is not a dublicate of that report!
they are talking about entities(nothing about a player) in the always loaded chunk around spawn becoming invisible under multiple conditions,
Im talking about players becoming invisible and immune to potion effects if you teleport them into unloaded chunks
Why not just /execute @a ~ ~ ~ playsound entity.endermen.teleport voice @p[r=0] ~ ~ ~?
Im currently not able to test it. But im pretty sure it should work
But if i were you. I would just wait for the bugfix
Alright. Was just wondering if the new command blocks had a weird glitch in them. Guess we have to wait for the full release to see if it gets fixed :x
EDIT: also. The odd glitch. Is that also a peformance issue?, because so far i can see is that redstone/commandblock order should remain the same. No matter how slow the actual server runs
It works with any kind of seed. But ill post it later today. Just to be sure
Ill post it later today. Through it happens with any kind of seed :x
Please note its not @a. The same issue happens with @p[c=2]. Wich selects the two nearest players
And it doesnt happen with @a[c=1]
It happens when more players are targeted