Mondemen
- Mondemen
- mondemen
- Europe/Paris
- Yes
- No
Windows 8.1 Update 1 Professional, Java 8u
5Windows 8.1 Update 1 Professional, Java 8u20
Windows 8.1 Update 1 Professional, Java 8u2
0Windows 8.1 Update 1 Professional, Java 8u25
(I'm french, sorry for my translation)
I would like to create remote command with knowledge book. I create a progress JSON file that a reusable function and uses a replaceitem who do not work if the knowledge book is on the same slot as the one appeal advancement.
My JSON file:{ "criteria": { "start": { "trigger": "minecraft:recipe_unlocked", "conditions": { "recipe": "anvil" } } }, "requirements": [ [ "start" ] ], "rewards": { "commands": [ "advancement revoke @s only hogwarts:animations/statuts", "recipe take @s minecraft:anvil", "replaceitem entity @s slot.hotbar.8 minecraft:knowledge_book 1 0 {Recipes:[\"minecraft:anvil\"]}", "say @s" ] } }Use:
- I have knowledge book in slot.hotbar.8
- It's used with a right click and launch the advancement and this commands
- All commands are executed except replaceitem which wants to replace the knowledge book on slot.hotbar.8
Description:
/gamerule *gameLoopFunction *function_name and /gamerule *commandBlockOutput *false display all outputs command are displayed in chat.How to reproduce:
- Create and add function in your game folder
- In game, /gamerule commandBlockOutput
- /gamerule gameLoopFunction your_function
Description:
/gamerule *gameLoopFunction *function_name and /gamerule *commandBlockOutput *false display all outputs command are displayed in chat.How to reproduce:
- Create and add function in your game folder
- In game, /gamerule commandBlockOutput
- /gamerule gameLoopFunction your_function
The radius selector generates a major bug with new function system difficult to describe. The selection is not respected and even when we put a much larger ray, it's able to detect but not always.
Watch the video to understand.Details:
The first video uses the command:
- /execute @a [score_spell_min = 1] ~ ~ ~ say @e [type = Snowball,
*r = 3*, c = 1]_ // radius of 3, sufficient before this pre release_
with the following command:- /scoreboard players set @a [score_spell_min = 1] spell 0
The second video uses the same command with a different radius:
- /execute @a [score_spell_min = 1] ~ ~ ~ say @e [type = Snowball,
*r = 50*, c = 1] // Here 50, more than enough if there is no bug
The radius selector generates a major bug with new function system difficult to describe. The selection is not respected and even when we put a much larger ray, it's able to detect but not always.
Watch the video to understand.Details:
The first video uses the command:
- /execute @a [score_spell_min = 1] ~ ~ ~ say @e [type = Snowball,r = 3, c = 1]
_// radius of 3, sufficient before this pre release_
with the following command:- /scoreboard players set @a [score_spell_min = 1] spell 0
The second video uses the same command with a different radius:
- /execute @a [score_spell_min = 1] ~ ~ ~ say @e [type = Snowball, r = 50, c = 1] // Here 50, more than enough if there is no bug
The radius selector generates a major bug with new function system difficult to describe. The selection is not respected and even when we put a much larger ray, it's able to detect but not always.
Watch the video to understand.Details:
The first video uses the command:
- /execute @a [score_spell_min = 1] ~ ~ ~ say @e [type = Snowball,r = 3, c = 1]* // radius of 3, sufficient before this pre release*
with the following command:- /scoreboard players set @a [score_spell_min = 1] spell 0
The second video uses the same command with a different radius:
- /execute @a [score_spell_min = 1] ~ ~ ~ say @e [type = Snowball, r = 50, c = 1] // Here 50, more than enough if there is no bug
The radius selector generates a major bug with new function system difficult to describe. The selection is not respected and even when we put a much larger ray, it's able to detect but not always.
Watch the video to understand.Details:
The first video uses the command:
- /execute @a [score_spell_min = 1] ~ ~ ~ say @e [type = Snowball,r = 3, c = 1]* // radius of 3, sufficient before this pre release*
with the following command:- /scoreboard players set @a [score_spell_min = 1] spell 0
The second video uses the same command with a different radius:
- /execute @a [score_spell_min = 1] ~ ~ ~ say @e [type = Snowball, r = 50, c = 1] // Here 50, more than enough if there is no bug
The radius selector generates a major bug with new function system difficult to describe. The selection is not respected and even when we put a much larger ray, it's able to detect but not always.
Watch the video to understand.Details:
The first video uses the command:
- /execute @a [score_spell_min = 1] ~ ~ ~ say @e [type = Snowball,r = 3, c = 1]* // radius of 3, sufficient before this pre release*
with the following command:
- /scoreboard players set @a [score_spell_min = 1] spell 0
The second video uses the same command with a different radius:
- /execute @a [score_spell_min = 1] ~ ~ ~ say @e [type = Snowball, r = 50, c = 1] // Here 50, more than enough if there is no bug
The radius selector generates a major bug with new function system difficult to describe. The selection is not respected and even when we put a much larger ray, it's able to detect but not always.
Watch the video to understand.Details:
The first video uses the command:
- /execute @a [score_spell_min = 1] ~ ~ ~ say @e [type = Snowball,r = 3, c = 1]* // radius of 3, sufficient before this pre release*
with the following command:
- /scoreboard players set @a [score_spell_min = 1] spell 0
The second video uses the same command with a different radius:
- /execute @a [score_spell_min = 1] ~ ~ ~ say @e [type = Snowball, r = 50, c = 1] // Here 50, more than enough if there is no bug
Video 1: https://youtu.be/y1PMA1vPOEM
Video 2: https://youtu.be/u6dOItnp_4s
The radius selector generates a major bug with new function system difficult to describe. The selection is not respected and even when we put a much larger ray, it's able to detect but not always.
Watch the video to understand.Details:
The first video uses the command:
- /execute @a [score_spell_min = 1] ~ ~ ~ say @e [type = Snowball,r = 3, c = 1]
*// radius of 3, sufficient before this pre release*with the following command:
- /scoreboard players set @a [score_spell_min = 1] spell 0
The second video uses the same command with a different radius:
- /execute @a [score_spell_min = 1] ~ ~ ~ say @e [type = Snowball, r = 50, c = 1] // Here 50, more than enough if there is no bug
Video 1: https://youtu.be/y1PMA1vPOEM
Video 2: https://youtu.be/u6dOItnp_4sThe radius selector generates a major bug with new function system difficult to describe. The selection is not respected and even when we put a much larger ray, it's able to detect but not always.
Watch the video to understand.Details:
The first video uses the command:
- /execute @a [score_spell_min = 1] ~ ~ ~ say @e [type = Snowball,r = 3, c = 1] // radius of 3, sufficient before this pre release
with the following command:
- /scoreboard players set @a [score_spell_min = 1] spell 0
The second video uses the same command with a different radius:
- /execute @a [score_spell_min = 1] ~ ~ ~ say @e [type = Snowball, r = 50, c = 1] // Here 50, more than enough if there is no bug
Video 1: https://youtu.be/y1PMA1vPOEM
Video 2: https://youtu.be/u6dOItnp_4s
The radius selector generates a major bug with new function system difficult to describe. The selection is not respected and even when we put a much larger ray, it's able to detect but not always.
Watch the video to understand.Details:
The first video uses the command:
- /execute @a [score_spell_min = 1] ~ ~ ~ say @e [type = Snowball,r = 3, c = 1] // radius of 3, sufficient before this pre release
with the following command:
- /scoreboard players set @a [score_spell_min = 1] spell 0
The second video uses the same command with a different radius:
- /execute @a [score_spell_min = 1] ~ ~ ~ say @e [type = Snowball, r = 50, c = 1] // Here 50, more than enough if there is no bug
Video 1: https://youtu.be/y1PMA1vPOEM
Video 2: https://youtu.be/u6dOItnp_4sThe radius selector generates a major bug with new function system difficult to describe. The selection is not respected and even when we put a much larger ray, it's able to detect but not always.
Watch the video to understand.Details:
This function will be executed with /gamerule gameLoopFunction function
The first video uses the command:
- /execute @a [score_spell_min = 1] ~ ~ ~ say @e [type = Snowball,r = 3, c = 1] // radius of 3, sufficient before this pre release
with the following command:
- /scoreboard players set @a [score_spell_min = 1] spell 0
The second video uses the same command with a different radius:
- /execute @a [score_spell_min = 1] ~ ~ ~ say @e [type = Snowball, r = 50, c = 1] // Here 50, more than enough if there is no bug
Video 1: https://youtu.be/y1PMA1vPOEM
Video 2: https://youtu.be/u6dOItnp_4s
When you summon a new entity with a translated name and you select that entity by name, the selection is not the same in 2 different languages.
Example:
Select English (US) in language settings.
{\"translate\":\"entity.minecraft.chicken\"}
{{/summon minecraft:cow ~ ~ ~ {CustomName:""}}}
If you write this command:
/say @e[name=Chicken] Result: [Mondemen] Chicken It probably works
/say @e[name=Poule] Result: [Mondemen] It's normalNow if you change the language to French and you retry the previous commands:
/say @e[name=Chicken] Result: [Mondemen] No selection
/say @e[name=Poule] Result: [Mondemen] Poule SelectionNormally and logically, I think that in this case, it will only be necessary to test the name of the translation, not the value.
In addition, the translations are only client-side, non-server, does it mean that the server retrieves client translations?
It's not very clear.
When you summon a new entity with a translated name and you select that entity by name, the selection is not the same in 2 different languages.
Example:
Select English (US) in language settings.
{\"translate\":\"entity.minecraft.chicken\"}
{{/summon minecraft:cow ~ ~ ~ {CustomName:""}}}
If you write this command:
/say @e[name=Chicken] Result: [Mondemen] Chicken It probably works
/say @e[name=Poule] Result: [Mondemen] It's normalNow if you change the language to French and you retry the previous commands:
/say @e[name=Chicken] Result: [Mondemen] No selection
/say @e[name=Poule] Result: [Mondemen] Poule SelectionNormally and logically, I think that in this case, it will only be necessary to test the name of the translation, not the value.
In addition, the translations are only client-side, non-server, does it mean that the server retrieves client translations?
It's not very clear.
When you summon a new entity with a translated name and you select that entity by name, the selection is not the same in 2 different languages.
Example:
- Select English (US) in language settings.
- /summon minecraft:cow ~ ~ ~ {CustomName:" {\"translate\":\"entity.minecraft.chicken\"}
"
Test:
- /say @e[name=Chicken] Result: [Mondemen] Chicken // It probably works
- /say @e[name=Poule] Result: [Mondemen] // It's normal
Now if you change the language to French and you retry the previous commands:
- /say @e[name=Chicken] Result: [Mondemen] // No selection
- /say @e[name=Poule] Result: [Mondemen] Poule // Selection
Normally and logically, I think that in this case, it will only be necessary to test the name of the translation, not the value.
In addition, the translations are only client-side, non-server, does it mean that the server retrieves client translations?
It's not very clear.
teleportation of item entity all ticks visually brokenTeleportation of item entity all ticks visually broken
It's possible to test item tag in clear command but it's impossible to test in selector with nbt.
Example:
- /execute as @anbt={SelectedItem:{id:"#minecraft:planks"}} run say @s have Planks
No match in this case.
It's possible to test item tag in clear command but it's impossible to test in selector with nbt.
Example:
- /execute as @anbt={SelectedItem:{id:"#minecraft:planks"}} run say @s have Planks
No match in this case.
It's possible to test item tag in clear command but it's impossible to test in selector with nbt.
Example:
- /execute as @a[nbt={SelectedItem:{id:"#minecraft:planks"}}] run say @s have Planks
No match in this case.
The bug
If you tried to test void_air block with execute if/unless block ... command doesn't execute sub-command to test if the block can be edit. This bug exists since void_air and cave_air was introduced in 18w06a.
How to reproduce
/execute if block 1000000 0 0 minecraft:void_air run tellraw @a "Unload block"→
It fails
/execute unless block 1000000 0 0 minecraft:void_air run tellraw @a "Usable block"→
It fails
If you test with [[cave_air}}, it work if you test in caves or not as expected.
The bug
If you tried to test void_air block with execute if/unless block ... command doesn't execute sub-command to test if the block can be edit. This bug exists since void_air and cave_air was introduced in 18w06a.
How to reproduce
/execute if block 1000000 0 0 minecraft:void_air run tellraw @a "Unload block"→
It fails
/execute unless block 1000000 0 0 minecraft:void_air run tellraw @a "Usable block"→
It fails
If you test with cave_air, it work if you test in caves or not as expected.
The bug
If you tried to test void_air block with execute if/unless block ... command doesn't execute sub-command
to testif the block can be edit. This bug exists since void_air and cave_air was introduced in 18w06a.How to reproduce
/execute if block 1000000 0 0 minecraft:void_air run tellraw @a "Unload block"→
It fails
/execute unless block 1000000 0 0 minecraft:void_air run tellraw @a "Usable block"→
It fails
If you test with cave_air, it work if you test in caves or not as expected.
The bug
If you tried to test void_air block with execute if/unless block ... command doesn't execute sub-command if the block can be edited. This bug exists since void_air and cave_air was introduced in 18w06a.
How to reproduce
/execute if block 1000000 0 0 minecraft:void_air run tellraw @a "Unload block"→
It fails
/execute unless block 1000000 0 0 minecraft:void_air run tellraw @a "Usable block"→
It fails
If you test with cave_air, it work if you test in caves or not as expected.
The bug
If you tried to test void_air block with execute if/unless block ... command doesn't execute sub-command if the block can be edited.
This bug exists sincevoid_air and cave_air was introduced in 18w06a.How to reproduce
/execute if block 1000000 0 0 minecraft:void_air run tellraw @a "Unload block"→
It fails
/execute unless block 1000000 0 0 minecraft:void_air run tellraw @a "Usable block"→
It fails
If you test with cave_air, it work if you test in caves or not as expected.
The bug
If you tried to test void_air block with execute if/unless block ... command doesn't execute sub-command if the block can be edited. If you place yourself a void_air block with /setblock, the execute command works.This bug exists since void_air and cave_air was introduced in 18w06a.
How to reproduce
/execute if block 1000000 0 0 minecraft:void_air run tellraw @a "Unload block"→
It fails
/execute unless block 1000000 0 0 minecraft:void_air run tellraw @a "Usable block"→
It fails
If you test with cave_air, it work if you test in caves or not as expected.
/replaceitem container.# (more than 26) with large chast doen't work/replaceitem container.# (more than 26) with large chest doen't work
The bug
If you tried to replace item in large chest (2 blocks) in slot ID more than 26 (second part of the chest), it returns the error "The target does not have slot #SLOT#" .
How to reproduce
- Place 2 chests in 0,0,0 and 0,0,1
- execute /replaceitem block 0 0 0 container.42 minecraft:diamond
{{The target does not have slot 42}}
The bug
If you tried to replace item in large chest (2 blocks) in slot ID more than 26 (second part of the chest), it returns the error "The target does not have slot #SLOT#" .
How to reproduce
- Place 2 chests in 0,0,0 and 0,0,1
- execute /replaceitem block 0 0 0 container.42 minecraft:diamond
The target does not have slot 42
Mondemen Can you provide a seed? (type /seed) The monuments I found were fine.
Nevermind, found one now. Seed -1183607967582951151 at /tp @s 662 36 -1224 -180 0








No, it happen that with the models that I did. With normal blocks it does not happen, it's very strange
The file extension of functions has changed in pre3, now it's ".mcfunction", if you have not renamed them, it will not work.
Likewise, for comments, the prefix is "#", it is no longer "//".
Confirmed for 1.12pre3
If the problem is the risk of Stackoverflow due to recursion, it would just be enough to add a gamerule which defines the maximum number of calls to the children, which would solve the problem.
Confirmed for Minecraft 1.12 Pre-Release 4
Confirmed for 17w50a
Oh yes, I just saw that, I thought it came from the last snapshot :S
Hum ok, it's not in changelog... But if it happens with translations which have newline, another render character can be display ?
Not fixed, with new world generated in 18w07b, Sea grass still override monuments blocks
Confirmed for 18w16a
Confirm for 18w16a
You have forgotten minecraft:effect color params
Confirm for 18w16a
I don't want to test NBT tag but Item tag name, like block tag or function tag. it's possible to write item or block tag name in CanDestroy/CanPlaceOn, why not for NBT testing?
Confirm for 18w21a
Confirm for 18w21b
Confirm for 18w22a
Confirm for 18w22c
I tried to do some tests directly with NBT tags with the following commands in minecraft:repeating_command_block:
When you create bossbar before executing previous commands and after you execute commands, no problems, it works.
But when the targeted entity dies, it broken.
After that, I tried another test with only "set value" of bossbar and no problems even if the targeted entity die and after yo summon another entity.
I think the problem is when you set the max value in the same time you set the value of the bossbar.
the only way I found to solve this problem is to remove the bossbar and recreate it.
New fact, it's only a visual bug, when you test with the "get" command, these are the expected values.
And when you quit the world et reopen it, the problem is solved.
Confirm for 1.13-pre1
It's very very worrying for the French players considering the imminent arrival of the 1.13... :/
Confirm for 1.13-pre1
Confirm for 1.13-pre1
I found the best way to fix it, just set the visibility to false, and after reset to true, it works but not as expected by the game ...
Confirm for 1.13-pre2
Yes, but normally, if you test with if or unless, at least one of the conditions should be validated, ok if you don't want to activate testing with void_air, but validate unless condition for each coordinate outside loaded/valid chunk.
Ok it's too bad, it would be a good feature to improve this command... :/
Confirm for 1.13-pre2
Still in 18w32a...**
FIX PLEASE !!!!!!!!
This bug has been fixed in 1.13.1-pre1, /execute if block/blocks now return if the chunk is not loaded and it can be used with /execute store. void_air is definitively useless.
If you targets the other chest, you can replace the item but only with slot ID less than or equal to 26. But, at the moment, all slot IDs more than 26 are useless. So either you delete these IDs, or you fix this bug, but I think it would be useful if you fixed this bug. It could be useful to replace an item in the second part of a large chest with only one block coordinate.