Legendairy_M1lk
- Legendairy_M1lk
- JIRAUSER750485
- Europe/Stockholm
- Yes
- No
When creating a custom damage type in a datapack, one of the values you can change is for "message_id". The value should determine the message that's displayed in chat when a player dies based on lang files, but the game only the displays the "mob"/"player" values (i.e "{player} was slain by {attacker}").
Steps to reproduce:
- Create a json file for a custom damage type called "custom_damage" in a datapack with the namespace "test_pack".
- Inside custom_damage.json, paste this code:
{ "exhaustion": 0.1, "message_id": "generic", "scaling": "when_caused_by_living_non_player" }
- Join a singleplayer world with cheats on and enable the datapack. Make sure gamemode is survival.
- type /damage @p 1000 test_pack:custom_damage
Observed result:
Death message says "%1$s was slain by %2$s"
Expected Result:
Death message says "{usename} died", or at least "%1$s died"
When creating a custom damage type in a datapack, one of the values you can change is for "message_id". The value should determine the message that's displayed in chat when a player dies based on lang files, but the game only the displays the "mob"/"player" values (i.e "{player} was slain by {attacker}").
Steps to reproduce:
- Create a json file for a custom damage type called "custom_damage" in a datapack with the namespace "test_pack".
- Inside custom_damage.json, paste this code:
{ "exhaustion": 0.1, "message_id": "generic", "scaling": "when_caused_by_living_non_player" }
- Join a singleplayer world with cheats on and enable the datapack. Make sure gamemode is survival.
- type /damage @p 1000 test_pack:custom_damage
Observed result:
Death message says "%1$s was slain by %2$s"
Expected Result:
Death message says "{usename} died", or at least "%1$s died"
When creating a custom damage type in a datapack, one of the values you can change is for "message_id". The value should determine the message that's displayed in chat when a player dies based on lang files, but the game only the displays the "mob"/"player" values (i.e "{player} was slain by {attacker}").
Steps to reproduce:
- Create a json file for a custom damage type called "custom_damage" in a datapack with the namespace "test_pack".
- Inside custom_damage.json, paste this code:
{ "exhaustion": 0.1, "message_id": "generic", "scaling": "when_caused_by_living_non_player" }
- Join a singleplayer world with cheats on and enable the datapack. Make sure gamemode is survival.
- type /damage @p 1000 test_pack:custom_damage
Observed result:
Death message says "%1$s was slain by %2$s"
Expected Result:
Death message says "{usename} died"
, or at least "%1$s died"
When creating a custom damage type in a datapack, one of the values you can change is for "message_id". The value should determine the message that's displayed in chat when a player dies based on lang files, but the game only the displays the "mob"/"player" values no matter which value you put in (i.e "{player} was slain by {attacker}").
Steps to reproduce:
- Create a json file for a custom damage type called "custom_damage" in a datapack with the namespace "test_pack".
- Inside custom_damage.json, paste this code:
{ "exhaustion": 0.1, "message_id": "generic", "scaling": "when_caused_by_living_non_player" }
- Join a singleplayer world with cheats on and enable the datapack. Make sure gamemode is survival.
- type /damage @p 1000 test_pack:custom_damage
Observed result:
Death message says "%1$s was slain by %2$s"
Expected Result:
Death message says "{usename} died"
When creating a custom damage type in a datapack, one of the values you can change is for "message_id". The value should determine the message that's displayed in chat when a player dies based on lang files, but the game only the displays the "mob"/"player" values no matter which value you put in (i.e "{player} was slain by {attacker}").
Steps to reproduce:
- Create a json file for a custom damage type called "custom_damage" in a datapack with the namespace "test_pack".
- Inside custom_damage.json, paste this code:
{ "exhaustion": 0.1, "message_id": "generic", "scaling": "when_caused_by_living_non_player" }
- Join a singleplayer world with cheats on and enable the datapack. Make sure gamemode is survival.
- type /damage @p 1000 test_pack:custom_damage
Observed result:
Death message says "%1$s was slain by %2$s"
Expected Result:
Death message says "{username} died"
When creating a custom damage type in a datapack, one of the values you can change is for "message_id". The value should determine the message that's displayed in chat when a player dies based on lang files, but the game only the displays the "mob"/"player" values no matter which value you put in (i.e "{player} was slain by {attacker}").
Steps to reproduce:
- Create a json file for a custom damage type called "custom_damage" in a datapack with the namespace "test_pack".
- Inside custom_damage.json, paste this code:
{ "exhaustion": 0.1, "message_id": "generic", "scaling": "when_caused_by_living_non_player" }
- Join a singleplayer world with cheats on and enable the datapack. Make sure gamemode is survival.
- type /damage @p 1000 test_pack:custom_damage
Observed result:
Death message says "%1$s was slain by %2$s"
Expected Result:
Death message says "{
username} died"When creating a custom damage type in a datapack, one of the values you can change is for "message_id". The value should determine the message that's displayed in chat when a player dies based on lang files, but the game only the displays the "mob"/"player" values no matter which value you put in (i.e "{player} was slain by {attacker}").
Steps to reproduce:
- Create a json file for a custom damage type called "custom_damage" in a datapack with the namespace "test_pack".
- Inside custom_damage.json, paste this code:
{ "exhaustion": 0.1, "message_id": "generic", "scaling": "when_caused_by_living_non_player" }
- Join a singleplayer world with cheats on and enable the datapack. Make sure gamemode is survival.
- type /damage @p 1000 test_pack:custom_damage
Observed result:
Death message says "%1$s was slain by %2$s"
Expected Result:
Death message says "{player} died"
Wh
en creatingacustom damage type in a datapack, one of the values you can change is for "message_id". The value should determine the message that's displayed in chat when a player dies based on lang files, but the game only the displaysthe"mob"/"player" values no matter which value you put in (i.e "{player} was slain by {attacker}").Steps to reproduce:
- Create a json file for a custom damage type called "custom_damage"
in a datapackwith the namespace "test_pack".- Inside custom_damage.json, paste this code:
{ "exhaustion": 0.1, "message_id": "generic","scaling":"when_caused_by_living_non_player" }
Join a singleplayer world with cheats on and enable the datapack. Make sure gamemode is survival.- type /damage @p 1000 test_pack:custom_damage
Observed result:
Death message says "%1$s was slain by %2$s"
Expected Result:
Death message says "{player} died"
While in a world with a datapack containing a custom damage type, changing it in some way (like the death "message_id" value for example) will not update it in game after /reload
Steps to reproduce:
- Create a datapack in a singleplayer world, create a json file for a custom damage type called "custom_damage" within the namespace "test_pack".
- Inside custom_damage.json, paste this code:
{ "exhaustion": 0.1, "message_id": "mob", "scaling": "when_caused_by_living_non_player" }
- Join the singleplayer world
- Go back to the custom_damage.json file and replace the "mob" value in message_id to "generic"
- Return to the game, type /reload
- type /damage @p 1000 test_pack:custom_damage
Observed result:
Death message says "%1$s was slain by %2$s"
Expected Result:
Death message says "{player} died"
Can't change the death messages ofcustom damage types in datapackscustom damage types in data packs do not update on /reload
Switching to a hotbar slot with an item while pressing the drop key at the same time will cause the item to disappear. Switching from a hotbar slot will instead cause the item to drop, but also remain as a phantom item in your hotbar.
This appears to be a visual bug, not a duplication glitch, as updating your inventory GUI or interacting with the item's slot will fix the issue. That said, it does appear able to delete/duplicate items when performed in creative mode.
Steps to Reproduce:
- Have an item in your hotbar
- Switch to that item from a different hotbar slot with the number keys while pressing the drop key (q) at the same time.
- Item disappears from hotbar without dropping. Update the slot or Inventory GUI to return it to inventory.
- While the item selected in your hotbar, switch to a different hotbar slot with the number keys while pressing the drop key (q) at the same time.
- Item drops while remaining in hotbar. Update the slot or Inventory GUI to remove the phantom item.
Switching to a hotbar slot with an item while pressing the drop key at the same time will cause the item to disappear. Switching from a hotbar slot will instead cause the item to drop, but also remain as a phantom item in your hotbar.
This appears to be a visual bug, not a duplication glitch, as updating your inventory GUI or interacting with the item's slot will fix the issue. That said, it does appear able to delete/duplicate items when performed in creative mode.
Steps to Reproduce:
- Have an item in your hotbar
- Switch to that item from a different hotbar slot with the number keys while pressing the drop key (q) at the same time.
- Item disappears from hotbar without dropping. Update the slot or Inventory GUI to return it to inventory.
- While the item selected in your hotbar, switch to a different hotbar slot with the number keys while pressing the drop key (q) at the same time.
- Item drops while remaining in hotbar. Update the slot or Inventory GUI to remove the phantom item.
Switching to a hotbar slot with an item while pressing the drop key at the same time will cause the item to disappear. Switching from a hotbar slot will instead cause the item to drop, but also remain as a phantom item in your hotbar.
This appears to be a visual bug, not a duplication glitch, as updating your inventory GUI or interacting with the item's slot will fix the issue. That said, it does appear able to delete/duplicate items when performed in creative mode.
Steps to Reproduce:
- Have an item in your hotbar
- Switch to that item from a different hotbar slot with the number keys while pressing the drop key (q) at the same time.
- Item disappears from hotbar without dropping. Update the slot or Inventory GUI to return it to inventory.
- While the item is selected in your hotbar, switch to a different hotbar slot with the number keys while pressing the drop key (q) at the same time.
- Item drops while remaining in hotbar. Update the slot or Inventory GUI to remove the phantom item.
The original bug report was incorrect, but it seems I couldn't delete it. The real issue that caused it was
MC-260452, so I just made this a duplicate of that.Duplicate of/related to MC-154881
Can confirm in 23w35a.