Jacob Larsen
- Komodo2013
- komodo2013
- Europe/Stockholm
- Yes
- No
I summoned in three armor stands each with a unique name in a row using absolute coordinates (so that they were summoned in the center of the block, as seen in the first screenshot).
The command in the command block is "/say @e [r=2] , which should pick up the "#2" armor stand. Instead, a r=3 is required to locate the armor stand. However, it does not locate the armor stand "#3", as seen in the second screenshot. I repeated this process up to 100,000 and I still needed the selector to be r=r`+1.
This has makesme believe that the one block radius is some number <1, preventing finding entities at r=1 except by increasing the radius by 1.The equation that the game seems to be using could be r = r`+ (r``-1) where r is the `effective` radius, .99999<r`<1, and r`` is the radius the user placed in the command block.I summoned in three armor stands each with a unique name in a row using absolute coordinates (so that they were summoned in the center of the block, as seen in the first screenshot).
The command in the command block is "/say @e [r=2] , which should pick up the "#2" armor stand. Instead, a r=3 is required to locate the armor stand. However, it does not locate the armor stand "#3", as seen in the second screenshot. I repeated this process up to 100,000 and I still needed the selector to be r=r`+1.
This has made me believe that the one block radius is some number <1, preventing finding entities at r=1 except by increasing the radius by 1.
I summonedin three armor stands each with a unique name in a row using absolute coordinates (so that they were summoned in the center of the block, as seen in the first screenshot).
The command in the command block is "/say @e [r=2] , which should pick up the "#2" armor stand. Instead, a r=3 is required to locate the armor stand. However, it does not locate the armor stand "#3", as seen in the second screenshot. I repeated this process up to 100,000 and I still needed the selector to be r=r`+1.
Thishas made me believe that the one block radius issome number <1, preventing finding entities at r=1 except by increasing the radius by 1.According the the new radius selector system the effective radius (r^) = radius inputed (r) - 1. However, the game is detecting entities further than that, but not the old system r^ = r. Instead, the equation seems to be r^ = r - 1 + .46 (+/- .01)
This allows a command block set to detect entities r=1 to still find them. (This should be impossible as it should be acting like the old r=0 detecting entities only on the same block. r = .5)
Upon applying blindness and night vision to myself, most of the screen goes white, except for items in both hands, hotbar, and occasional black boxes. Same effect can be obtained by having night vision and flying into the void. The black box is fixed in the Minecraft world (moves as I rotate screen).
I just figured out the black boxes appear when looking past a waterfall. (I am behind waterfall)


Oops. Typed it right in Minecraft. Guess I was too hasty here.
However, the new r=2 is picking up entities further than 1 block away.
I saw that bug. This is different. This creates complete whiteness. Also, this does not occur on a Windows 7 machine. The desired effect of the forced limited vision of the blindness but having the brightness of night vision works.
If nothing else, why the inconstancy, and/or how do I get the blank whiteness to be either complete darkness, as MC 10480 says is intended, or get the same result that the Windows 7 machine has?
So basically, this only effects those of us with outdated machines?
Just making sure, making an adventure map and I don't want the same issue to occur to those who use it... Thanks for the help!
I don't mean to sound impatient, but I am currently working on a map and am stopped until this bug is fixed, either to the old system or the new system, or is going to be around for a while? Basically, where is this bug in the list of to-do, and how is it planned be fixed?
Updated the description in an effort to make it more readable. (Deleted information about how it is not acting like the old system r^=r and assumed intentional results should be r^=r-1)
It is breaking one of my maps though. I want to limit a players ability to see (distance wise) but light up he area around said player i.e. Holding a torch. It makes no sense that a torch could light up areas 160 m away. Instead, they are completely blinded. Bug still in 1.9
Possible fix:
Blindness has 256 levels, but only one effect. Why not allow blindness II create complete blindness and blindness I created normal blindness. Night vision + blindness 1 creates the lighted limited area. Blindness II under any circumstances is complete darkness.
Everybody wins.
It appears that this bug has been fixed in Minecraft 1.9.4. The radius selector finds all entities at a radius of <r. It works almost as it did before the change; I don't know if this is intended or not.