MSpaceDev
- MSpaceDev
- mspacedev
- Africa/Johannesburg
- Yes
- No
Expected Result
When I killed a squid, it should have dropped an ink sac.
Actual Result
Instead, it dropped an apple.
Steps to Reproduce:
1. Generate Super Flat world with the preset:minecraft:bedrock,63*red_concrete;12. Click `Create New World`.
3. Witness absolute darkness, as you spawn inside the blocks at Level Y5.
Expected Result
Spawn at Level Y64 above the blocks.
Actual Result
Spawned at Level Y5 inside the blocks.
Steps to Reproduce:
1. Generate Super Flat world with the preset:minecraft:bedrock,63*red_concrete;12. Click `Create New World`.
3. Witness absolute darkness, as you spawn inside the blocks at Level Y5.
Expected Result
To be seen in Singleplayer worlds screen
Actual Result
Not present in UI
Steps to Reproduce:I am not sure how this happened, I'm guessing just world issues with 18w19b. Yesterday it was alright, and today after opening the game, I opened the log and saw this when it tried to get the worlds from the saves folder.
Crash Report:
[18:29:51] [Client thread/ERROR]: Exception reading C:\Users\user\AppData\Roaming\.minecraft\.latestsnapshot\saves\LPMT Development\level.dat[18:29:51] [Client thread/ERROR]: Exception reading C:\Users\user\AppData\Roaming\.minecraft\.latestsnapshot\saves\LPMT Development\level.dath: Loading NBT data at gu.a(SourceFile:454) ~[18w19b.jar:?] at gu.a(SourceFile:82) ~[18w19b.jar:?] at gu.a(SourceFile:448) ~[18w19b.jar:?] at gu.a(SourceFile:82) ~[18w19b.jar:?] at gu.a(SourceFile:448) ~[18w19b.jar:?] at gu.a(SourceFile:82) ~[18w19b.jar:?] at he.a(SourceFile:119) ~[18w19b.jar:?] at he.a(SourceFile:84) ~[18w19b.jar:?] at he.a(SourceFile:27) ~[18w19b.jar:?] at cdy.a(SourceFile:92) [18w19b.jar:?] at cdy.c(SourceFile:76) [18w19b.jar:?] at cdv.b(SourceFile:67) [18w19b.jar:?] at cog.g(SourceFile:35) [18w19b.jar:?] at cog.<init>(SourceFile:27) [18w19b.jar:?] at coe.c(SourceFile:48) [18w19b.jar:?] at clh.a(SourceFile:311) [18w19b.jar:?] at chp.a(SourceFile:728) [18w19b.jar:?] at clm$4.a(SourceFile:223) [18w19b.jar:?] at ciq.mouseClicked(SourceFile:103) [18w19b.jar:?] at cjm.mouseClicked(SourceFile:45) [18w19b.jar:?] at clm.mouseClicked(SourceFile:507) [18w19b.jar:?] at chr.b(SourceFile:67) [18w19b.jar:?] at chr$$Lambda$663/63706253.run(Unknown Source) [18w19b.jar:?] at clh.a(SourceFile:429) [18w19b.jar:?] at chr.a(SourceFile:67) [18w19b.jar:?] at chr$$Lambda$586/1771965424.invoke(Unknown Source) [18w19b.jar:?] at org.lwjgl.glfw.GLFWMouseButtonCallbackI.callback(GLFWMouseButtonCallbackI.java:23) [lwjgl-glfw-3.1.2.jar:?] at org.lwjgl.system.JNI.invokeV(Native Method) ~[lwjgl-3.1.2.jar:?] at org.lwjgl.glfw.GLFW.glfwWaitEventsTimeout(GLFW.java:2599) [lwjgl-glfw-3.1.2.jar:?] at chz.a(SourceFile:296) [18w19b.jar:?] at chp.c(SourceFile:845) [18w19b.jar:?] at chp.a(SourceFile:381) [18w19b.jar:?] at net.minecraft.client.main.Main.main(SourceFile:144) [18w19b.jar:?]Caused by: java.io.EOFException: Unexpected end of ZLIB input stream at java.util.zip.InflaterInputStream.fill(InflaterInputStream.java:240) ~[?:1.8.0_25] at java.util.zip.InflaterInputStream.read(InflaterInputStream.java:158) ~[?:1.8.0_25] at java.util.zip.GZIPInputStream.read(GZIPInputStream.java:117) ~[?:1.8.0_25] at java.io.BufferedInputStream.read1(BufferedInputStream.java:284) ~[?:1.8.0_25] at java.io.BufferedInputStream.read(BufferedInputStream.java:345) ~[?:1.8.0_25] at java.io.DataInputStream.readFully(DataInputStream.java:195) ~[?:1.8.0_25] at java.io.DataInputStream.readUTF(DataInputStream.java:609) ~[?:1.8.0_25] at java.io.DataInputStream.readUTF(DataInputStream.java:564) ~[?:1.8.0_25] at gu.b(SourceFile:441) ~[18w19b.jar:?] at gu.a(SourceFile:79) ~[18w19b.jar:?] at gu.a(SourceFile:448) ~[18w19b.jar:?] ... 32 more
Expected Result
To be seen in Singleplayer worlds screen
Actual Result
Not present in UI
Steps to Reproduce:I am not sure how this happened, I'm guessing just world issues with 18w19b. Yesterday it was alright, and today after opening the game, I opened the log and saw this when it tried to get the worlds from the saves folder.
Crash Report:
Expected Result
To be seen in Singleplayer worlds screen
Actual Result
Not present in UI
Steps to Reproduce:I am not sure how this happened, I'm guessing just world issues with 18w19b. Yesterday it was alright, and today after opening the game, I opened the log and saw this when it tried to get the worlds from the saves folder.
Crash Report:
My title
Some text with a title
Expected Result
To be seen in Singleplayer worlds screen
Actual Result
Not present in UI
Steps to Reproduce:I am not sure how this happened, I'm guessing just world issues with 18w19b. Yesterday it was alright, and today after opening the game, I opened the log and saw this when it tried to get the worlds from the saves folder.
Crash Report:
My title
Some text with a title
Expected Result
To be seen in Singleplayer worlds screen
Actual Result
Not present in UI
Steps to Reproduce:I am not sure how this happened, I'm guessing just world issues with 18w19b. Yesterday it was alright, and today after opening the game, I opened the log and saw this when it tried to get the worlds from the saves folder.
Crash Report
[Client thread/ERROR]: Exception reading C:\Users\user\AppData\Roaming\.minecraft\.latestsnapshot\saves\LPMT Development\level.dat
h: Loading NBT dataat gu.a(SourceFile:454) ~[18w19b.jar:?]
at gu.a(SourceFile:82) ~[18w19b.jar:?]
at gu.a(SourceFile:448) ~[18w19b.jar:?]
at gu.a(SourceFile:82) ~[18w19b.jar:?]
at gu.a(SourceFile:448) ~[18w19b.jar:?]
at gu.a(SourceFile:82) ~[18w19b.jar:?]
at he.a(SourceFile:119) ~[18w19b.jar:?]
at he.a(SourceFile:84) ~[18w19b.jar:?]
at he.a(SourceFile:27) ~[18w19b.jar:?]
at cdy.a(SourceFile:92) [18w19b.jar:?]
at cdy.c(SourceFile:76) [18w19b.jar:?]
at cdv.b(SourceFile:67) [18w19b.jar:?]
at cog.g(SourceFile:35) [18w19b.jar:?]
at cog.<init>(SourceFile:27) [18w19b.jar:?]
at coe.c(SourceFile:48) [18w19b.jar:?]
at clh.a(SourceFile:311) [18w19b.jar:?]
at chp.a(SourceFile:728) [18w19b.jar:?]
at clm$4.a(SourceFile:223) [18w19b.jar:?]
at ciq.mouseClicked(SourceFile:103) [18w19b.jar:?]
at cjm.mouseClicked(SourceFile:45) [18w19b.jar:?]
at clm.mouseClicked(SourceFile:507) [18w19b.jar:?]
at chr.b(SourceFile:67) [18w19b.jar:?]
at chr$$Lambda$663/63706253.run(Unknown Source) [18w19b.jar:?]
at clh.a(SourceFile:429) [18w19b.jar:?]
at chr.a(SourceFile:67) [18w19b.jar:?]
at chr$$Lambda$586/1771965424.invoke(Unknown Source) [18w19b.jar:?]
at org.lwjgl.glfw.GLFWMouseButtonCallbackI.callback(GLFWMouseButtonCallbackI.java:23) [lwjgl-glfw-3.1.2.jar:?]
at org.lwjgl.system.JNI.invokeV(Native Method) ~[lwjgl-3.1.2.jar:?]
at org.lwjgl.glfw.GLFW.glfwWaitEventsTimeout(GLFW.java:2599) [lwjgl-glfw-3.1.2.jar:?]
at chz.a(SourceFile:296) [18w19b.jar:?]
at chp.c(SourceFile:845) [18w19b.jar:?]
at chp.a(SourceFile:381) [18w19b.jar:?]
at net.minecraft.client.main.Main.main(SourceFile:144) [18w19b.jar:?]
Caused by: java.io.EOFException: Unexpected end of ZLIB input streamat java.util.zip.InflaterInputStream.fill(InflaterInputStream.java:240) ~[?:1.8.0_25]
at java.util.zip.InflaterInputStream.read(InflaterInputStream.java:158) ~[?:1.8.0_25]
at java.util.zip.GZIPInputStream.read(GZIPInputStream.java:117) ~[?:1.8.0_25]
at java.io.BufferedInputStream.read1(BufferedInputStream.java:284) ~[?:1.8.0_25]
at java.io.BufferedInputStream.read(BufferedInputStream.java:345) ~[?:1.8.0_25]
at java.io.DataInputStream.readFully(DataInputStream.java:195) ~[?:1.8.0_25]
at java.io.DataInputStream.readUTF(DataInputStream.java:609) ~[?:1.8.0_25]
at java.io.DataInputStream.readUTF(DataInputStream.java:564) ~[?:1.8.0_25]
at gu.b(SourceFile:441) ~[18w19b.jar:?]
at gu.a(SourceFile:79) ~[18w19b.jar:?]
at gu.a(SourceFile:448) ~[18w19b.jar:?]
... 32 more
Exception Readonlevel.dat: loading NBT dataException Reading level.dat: loading NBT data
Expected Result
To be seen in Singleplayer worlds screen
Actual Result
Not present in UI
Steps to Reproduce:I am not sure how this happened, I'm guessing just world issues with 18w19b. Yesterday it was alright, and today after opening the game, I opened the log and saw this when it tried to get the worlds from the saves folder.
Crash Report
[Client thread/ERROR]: Exception reading C:\Users\user\AppData\Roaming\.minecraft\.latestsnapshot\saves\LPMT Development\level.dat
h: Loading NBT dataat gu.a(SourceFile:454) ~[18w19b.jar:?]
at gu.a(SourceFile:82) ~[18w19b.jar:?]
at gu.a(SourceFile:448) ~[18w19b.jar:?]
at gu.a(SourceFile:82) ~[18w19b.jar:?]
at gu.a(SourceFile:448) ~[18w19b.jar:?]
at gu.a(SourceFile:82) ~[18w19b.jar:?]
at he.a(SourceFile:119) ~[18w19b.jar:?]
at he.a(SourceFile:84) ~[18w19b.jar:?]
at he.a(SourceFile:27) ~[18w19b.jar:?]
at cdy.a(SourceFile:92) [18w19b.jar:?]
at cdy.c(SourceFile:76) [18w19b.jar:?]
at cdv.b(SourceFile:67) [18w19b.jar:?]
at cog.g(SourceFile:35) [18w19b.jar:?]
at cog.<init>(SourceFile:27) [18w19b.jar:?]
at coe.c(SourceFile:48) [18w19b.jar:?]
at clh.a(SourceFile:311) [18w19b.jar:?]
at chp.a(SourceFile:728) [18w19b.jar:?]
at clm$4.a(SourceFile:223) [18w19b.jar:?]
at ciq.mouseClicked(SourceFile:103) [18w19b.jar:?]
at cjm.mouseClicked(SourceFile:45) [18w19b.jar:?]
at clm.mouseClicked(SourceFile:507) [18w19b.jar:?]
at chr.b(SourceFile:67) [18w19b.jar:?]
at chr$$Lambda$663/63706253.run(Unknown Source) [18w19b.jar:?]
at clh.a(SourceFile:429) [18w19b.jar:?]
at chr.a(SourceFile:67) [18w19b.jar:?]
at chr$$Lambda$586/1771965424.invoke(Unknown Source) [18w19b.jar:?]
at org.lwjgl.glfw.GLFWMouseButtonCallbackI.callback(GLFWMouseButtonCallbackI.java:23) [lwjgl-glfw-3.1.2.jar:?]
at org.lwjgl.system.JNI.invokeV(Native Method) ~[lwjgl-3.1.2.jar:?]
at org.lwjgl.glfw.GLFW.glfwWaitEventsTimeout(GLFW.java:2599) [lwjgl-glfw-3.1.2.jar:?]
at chz.a(SourceFile:296) [18w19b.jar:?]
at chp.c(SourceFile:845) [18w19b.jar:?]
at chp.a(SourceFile:381) [18w19b.jar:?]
at net.minecraft.client.main.Main.main(SourceFile:144) [18w19b.jar:?]
Caused by: java.io.EOFException: Unexpected end of ZLIB input streamat java.util.zip.InflaterInputStream.fill(InflaterInputStream.java:240) ~[?:1.8.0_25]
at java.util.zip.InflaterInputStream.read(InflaterInputStream.java:158) ~[?:1.8.0_25]
at java.util.zip.GZIPInputStream.read(GZIPInputStream.java:117) ~[?:1.8.0_25]
at java.io.BufferedInputStream.read1(BufferedInputStream.java:284) ~[?:1.8.0_25]
at java.io.BufferedInputStream.read(BufferedInputStream.java:345) ~[?:1.8.0_25]
at java.io.DataInputStream.readFully(DataInputStream.java:195) ~[?:1.8.0_25]
at java.io.DataInputStream.readUTF(DataInputStream.java:609) ~[?:1.8.0_25]
at java.io.DataInputStream.readUTF(DataInputStream.java:564) ~[?:1.8.0_25]
at gu.b(SourceFile:441) ~[18w19b.jar:?]
at gu.a(SourceFile:79) ~[18w19b.jar:?]
at gu.a(SourceFile:448) ~[18w19b.jar:?]
... 32 more
Expected Result
To be seen in Singleplayer worlds screen
Actual Result
Not present in UI
Steps to Reproduce:I am not sure how this happened, I'm guessing just world issues with 18w19b. Yesterday it was alright, and today after opening the game, I opened the log and saw this when it tried to get the worlds from the saves folder.
Crash Report can be found below
Expected Result
Scoreboard objective will tick up when placing single block
Actual Result
Only ticks up when placing from a stack of 2 or more blocks
Steps to Reproduce:
1. Create new scoreboard objective minecraft.used:scoreboard objectives add test_used minecraft.used:minecraft.grass_block2. Set display sidebar
scoreboard objectives setdisplay sidebar test_used3. Add a stack of grass blocks in one slot, and a single grass block in another
4. Place single grass block (Notice test_used doesn't tick up)
5. Place grass block from stack of 2 more more blocks (notice test_used does tick up)
Notes:
This happens for all blocks within the game.
This even happens when trying to place a single block in creative!
Expected Result
Scoreboard objective will tick up when placing single block
Actual Result
Only ticks up when placing from a stack of 2 or more blocks
Steps to Reproduce:
1. Create new scoreboard objective minecraft.used:scoreboard objectives add test_used minecraft.used:minecraft.grass_block2. Set display sidebar
scoreboard objectives setdisplay sidebar test_used3. Add a stack of grass blocks in one slot, and a single grass block in another
4. Place single grass block (Notice test_used doesn't tick up)
5. Place grass block from stack of 2 more more blocks (notice test_used does tick up)
Notes:
This happens for all blocks within the game.
This even happens when trying to place a single block in creative!
Expected
Upon breaking an item, the score for that player will tick up
Actual
The score does not tick up, even if set to 0 initially
Steps to reproduce:
- Create scoreboard objective and setdisplay:
scoreboard objectives add breakSword minecraft.broken:minecraft.diamond_sword Break Diamond Sword
- Summon some entities to hit and give yourself a {Damage:1559s} diamond_sword
- Hot the entities until the sword breaks
- Notice score does not tick up, even if set to 0 initially
NOTE: I am in survival mode
Expected
Upon breaking an item, the score for that player will tick up
Actual
The score does not tick up, even if set to 0 initially
Steps to reproduce:
- Create scoreboard objective and setdisplay:
scoreboard objectives add breakSword minecraft.broken:minecraft.diamond_sword Break Diamond Sword
- Summon some entities to hit and give yourself a {{ {Damage:1559s}
}} diamond_sword
- Hot the entities until the sword breaks
- Notice score does not tick up, even if set to 0 initially
NOTE: I am in survival mode
Expected
Upon breaking an item, the score for that player will tick up
Actual
The score does not tick up, even if set to 0 initially
Steps to reproduce:
- Create scoreboard objective and setdisplay:
scoreboard objectives add breakSword minecraft.broken:minecraft.diamond_sword Break Diamond Sword
- Summon some entities to hit and give yourself a
{{ {Damage:1559s}}} diamond_sword
- H
ot the entities until the sword breaks- Notice score does not tick up, even if set to 0 initially
NOTE: I am in survival mode
Expected
Upon breaking an item, the score for that player will tick up
Actual
The score does not tick up, even if set to 0 initially
Steps to reproduce:
- Create scoreboard objective and setdisplay:
scoreboard objectives add breakSword minecraft.broken:minecraft.diamond_sword Break Diamond Sword
- Summon some entities to hit and give yourself a {Damage:1559s} diamond_sword
- Hit the entities until the sword breaks
- Notice score does not tick up, even if set to 0 initially
NOTE: I am in survival mode
This report has been moved over to: https://bugs.mojang.com/browse/MC-122962
Expected
Upon killing another player, the score would increase
Actual
The score does not tick up, even if set to 0 initially
Steps to reproduce:
- Create scoreboard objective and setdisplay:
scoreboard objectives add killPlayer minecraft.killed:minecraft.player Kill Player
- Get two players on a server or LAN world (I'm on LAN world with 2 accounts)
- Kill one player with the other
- Notice score does not tick up, even if set to 0 initially
NOTE: The death score of the other player DOES tick up
NOTE2: Both players are in survival mode
THERE IS A WORLD DOWNLOAD TO DEMONSTRATE THIS!
I have a villager and a zombie, when I teleport the villager once, the zombie goes for it, when I teleport the villager back half-way through the zombie's travelled path to the villager, the zombie will go to the villager's old location first, then only go to where the villager's updated location is.
World Download:
https://goo.gl/iiCfsR
Note: I have left notes under control panel so you know what to do. I thought this would've been easier for you guys, rather than recreating the whole systemEDIT 1.12-pre7:
Now, when you teleport the villager that the zombie is tracking to one place, and then teleport the villager back, mid-zombie's path, the zombie will TELEPORT to that villagers old position, then carry on his way to the second position. It is even more broken than before.THERE IS A WORLD DOWNLOAD TO DEMONSTRATE THIS!
I have a villager and a zombie, when I teleport the villager once, the zombie goes for it, when I teleport the villager back half-way through the zombie's travelled path to the villager, the zombie will go to the villager's old location first, then only go to where the villager's updated location is.
World Downloads:
1.13: https://goo.gl/HNfPPK
1.9 pre4: https://goo.gl/iiCfsR
Note: I have left notes under control panel so you know what to do. I thought this would've been easier for you guys, rather than recreating the whole systemEDIT 1.12-pre7:
Now, when you teleport the villager that the zombie is tracking to one place, and then teleport the villager back, mid-zombie's path, the zombie will TELEPORT to that villagers old position, then carry on his way to the second position. It is even more broken than before.
THERE IS A WORLD DOWNLOAD TO DEMONSTRATE THIS!
I have a villager and a zombie, when I teleport the villager once, the zombie goes for it, when I teleport the villager back half-way through the zombie's travelled path to the villager, the zombie will go to the villager's old location first, then only go to where the villager's updated location is.
World Downloads:
1.13: https://goo.gl/HNfPPK
1.9 pre4:https://goo.gl/iiCfsR
Note: I have left notes under control panel so you know what to do. I thought this would've been easier for you guys, rather than recreating the whole systemEDIT 1.12-pre7:
Now, when you teleport the villager that the zombie is tracking to one place, and then teleport the villager back, mid-zombie's path, the zombie will TELEPORT to that villagers old position, then carry on his way to the second position. It is even more broken than before.THERE IS A WORLD DOWNLOAD TO DEMONSTRATE THIS!
I have a villager and a zombie, when I teleport the villager once, the zombie goes for it, when I teleport the villager back half-way through the zombie's travelled path to the villager, the zombie will go to the villager's old location first, then only go to where the villager's updated location is.
World Downloads:
[1.13+] https://goo.gl/HNfPPK
[1.9 pre4] https://goo.gl/iiCfsR
Note: I have left notes under control panel so you know what to do. I thought this would've been easier for you guys, rather than recreating the whole systemEDIT 1.12-pre7:
Now, when you teleport the villager that the zombie is tracking to one place, and then teleport the villager back, mid-zombie's path, the zombie will TELEPORT to that villagers old position, then carry on his way to the second position. It is even more broken than before.
THERE IS A WORLD DOWNLOAD TO DEMONSTRATE THIS!
I have a villager and a zombie, when I teleport the villager once, the zombie goes for it, when I teleport the villager back half-way through the zombie's travelled path to the villager, the zombie will go to the villager's old location first, then only go to where the villager's updated location is.
World Downloads:
[1.13+] https://goo.gl/HNfPPK
[1.9 pre4] https://goo.gl/iiCfsRNote: I have left notes under control panel so you know what to do. I thought this would've been easier for you guys, rather than recreating the whole systemEDIT 1.12-pre7:
Now, when you teleport the villager that the zombie is tracking to one place, and then teleport the villager back, mid-zombie's path, the zombie will TELEPORT to that villagers old position, then carry on his way to the second position. It is even more broken than before.THERE IS A WORLD DOWNLOAD TO DEMONSTRATE THIS!
I have a villager and a zombie, when I teleport the villager once, the zombie goes for it, when I teleport the villager back half-way through the zombie's travelled path to the villager, the zombie will go to the villager's old location first, then only go to where the villager's updated location is.
World Downloads:
[1.13+] https://goo.gl/HNfPPK
[1.9 pre4] https://goo.gl/iiCfsRNote: I have left notes under control panel so you know what to do. I thought this would've been easier for you guys, rather than recreating the whole system
EDIT 1.12-pre7:
Now, when you teleport the villager that the zombie is tracking to one place, and then teleport the villager back, mid-zombie's path, the zombie will TELEPORT to that villagers old position, then carry on his way to the second position. It is even more broken than before.
When running this function
# Multiple teleports in single function tp @p ~1 ~ ~0 90tp @p ~ ~1 ~0 90tp @p ~ ~ ~10 90
Only the last Z teleport takes effect. The first 2 are completely ignored.
When running this function# Multiple teleports in single function tp @p ~1 ~ ~ tp @p ~ ~1 ~ tp @p ~ ~ ~1
Only the last Z teleport takes effect. The first 2 are completely ignored.
SOLVED. This function:
# Multiple teleports in single function tp @p ~1 ~ ~ tp @p ~ ~1 ~ tp @p ~ ~ ~1Should look like
# Multiple teleports in single function execute at @s run tp @s ~1 ~ ~ execute at @s run tp @p ~ ~1 ~ execute at @s run tp @p ~ ~ ~1
SOLVED. This function:
# Multiple teleports in single function tp @p ~1 ~ ~ tp @p ~ ~1 ~ tp @p ~ ~ ~1Should look like
# Multiple teleports in single function execute at @s run tp @s ~1 ~ ~ execute at @s run tp @p ~ ~1 ~ execute at @s run tp @p ~ ~ ~1
SOLVED. This function: (Where only last teleport works)
# Multiple teleports in single function tp @p ~1 ~ ~ tp @p ~ ~1 ~ tp @p ~ ~ ~1Should look like: (Where all teleports work)
# Multiple teleports in single function execute at @s run tp @s ~1 ~ ~ execute at @s run tp @p ~ ~1 ~ execute at @s run tp @p ~ ~ ~1
Creating a new world, and putting in a datapack that has more than 3 namespaces
on the inside, it strips those folders before uploading to Realms. It seems that it always keeps the first, last and minecraft namespace (alphabetically) when it's on the Realms server.Creating a new world, and putting in a datapack (that has more than 3 namespaces) inside removes those folders before uploading to Realms. It seems that it always keeps the first, last and minecraft namespace (alphabetically) when it's on the Realms server.
Creating a new world, and putting in a datapack (that has more than 3 namespaces) inside removes those folders before uploading to Realms. It seems that it always keeps the first, last and minecraft namespace (alphabetically) when it's on the Realms server.
World download with datapack: https://www.dropbox.com/s/xpr7xjftala69vt/Separate%20Datapacks.zip?dl=0
Zombies with generic.followRange set to100.0does not seem to actually affect follow rangeZombies with generic.followRange set to a higher value does not seem to actually affect follow range
Hello!
Us folks over in the Bedrock Addons server are trying to create a custom block that interacts with redstone, with a custom geometry.
If I do not define a custom geo, and make it unit_cube, it works as expected.
However, upon adding a custom geometry (unit_cube or not), the redstone transmission becomes consistently inconsistent. Upon placing down the block for the first time, the block does not register redstone powering it, or going through it.
However, upon reloading the world, the block that was placed now all of the sudden transmits redstone just fine.
Please if we can support redstone transmission with custom block geometries, it'd be a game changer!
NB: I have included an addon and video so you can easily see & reproduce the issue in-game.
To reproduce: (all resources included in the addon above)
1) Create custom block with custom geometry
2) Create custom block with unit_cube
3) Load into world
4) Notice that custom geo block does not transmit redstone on first place
5) Notice that unit_cube block does transmit redstone on first place
6) Reload world
7) Notice that now custom geo block does transmit redstoneHello!
Us folks over in the Bedrock Addons server are trying to create a custom block that interacts with redstone, with a custom geometry.
If I do not define a custom geo, and make it unit_cube, it works as expected.
However, upon adding a custom geometry (unit_cube or not), the redstone transmission becomes consistently inconsistent. Upon placing down the block for the first time, the block does not register redstone powering it, or going through it.
However, upon reloading the world, the block that was placed now all of the sudden transmits redstone just fine.
Please if we can support redstone transmission with custom block geometries, it'd be a game changer!
NB: I have included an addon and video so you can easily see & reproduce the issue in-game.
To reproduce: (all resources included in the addon above)
1) Create custom block with custom geometry
2) Create custom block with unit_cube
3) Load into world
4) Notice that custom geo block does not transmit redstone on first place
5) Notice that unit_cube block does transmit redstone on first place
6) Reload world
7) Notice that now custom geo block does transmit redstone
Hello!
Us folks over in the Bedrock Addons server are trying to create a custom block that interacts with redstone, with a custom geometry.
If I do not define a custom geo, and make it unit_cube, it works as expected.
However, upon adding a custom geometry (unit_cube or not), the redstone transmission becomes consistently inconsistent. Upon placing down the block for the first time, the block does not register redstone powering it, or going through it.
However, upon reloading the world, the block that was placed now all of the sudden transmits redstone just fine.
Please if we can support redstone transmission with custom block geometries, it'd be a game changer!
NB: I have included an addon and video so you can easily see & reproduce the issue in-game.
To reproduce: (all resources included in the addon above)
1) Create custom block with custom geometry
2) Create custom block with unit_cube
3) Load into world
4) Notice that custom geo block does not transmit redstone on first place
5) Notice that unit_cube block does transmit redstone on first place
6) Reload world
7) Notice that now custom geo block does transmit redstoneHello!
Us folks over in the Bedrock Addons server are trying to create a custom block that interacts with redstone, with a custom geometry.
If I do not define a custom geo, and make it unit_cube, it works as expected.
However, upon adding a custom geometry (unit_cube or not), the redstone transmission becomes consistently inconsistent. Upon placing down the block for the first time, the block does not register redstone powering it, or going through it.
However, upon reloading the world, the block that was placed now all of the sudden transmits redstone just fine.
Please if we can support redstone transmission with custom block geometries, it'd be a game changer!
NB: I have included an addon and video so you can easily see & reproduce the issue in-game.
To reproduce: (all resources included in the addon above)
1) Create custom block with custom geometry
2) Create custom block with unit_cube
3) Load into world
4) Notice that custom geo block does not transmit redstone on first place
5) Notice that unit_cube block does transmit redstone on first place
6) Reload world
7) Notice that now custom geo block does transmit redstone
Hello!
Us folks over in the Bedrock Addons server are trying to create a custom block that interacts with redstone, with a custom geometry.
If I do not define a custom geo, and make it unit_cube, it works as expected.
However, upon adding a custom geometry (unit_cube or not), the redstone transmission becomes consistently inconsistent. Upon placing down the block for the first time, the block does not register redstone powering it, or going through it.
However, upon reloading the world, the block that was placed now all of the sudden transmits redstone just fine.
Please if we can support redstone transmission with custom block geometries, it'd be a game changer!
NB: I have included an addon and video so you can easily see & reproduce the issue in-game.
To reproduce: (all resources included in the addon above)
1) Create custom block with custom geometry
2) Create custom block with unit_cube
3) Load into world
4) Notice that custom geo block does not transmit redstone on first place
5) Notice that unit_cube block does transmit redstone on first place
6) Reload world
7) Notice that now custom geo block does transmit redstoneHello!
Us folks over in the Bedrock Addons server are trying to create a custom block that interacts with redstone, with a custom geometry.
If I do not define a custom geo, and make it unit_cube, it works as expected.
However, upon adding a custom geometry (unit_cube or not), the redstone transmission becomes consistently inconsistent. Upon placing down the block for the first time, the block does not register redstone powering it, or going through it.
However, upon reloading the world, the block that was placed now all of the sudden transmits redstone just fine.
Please if we can support redstone transmission with custom block geometries, it'd be a game changer!
(Sidenote: I just wanted to add that getRedstonePower() also does not register the power. Only on world reload will it do so)NB: I have included an addon and video so you can easily see & reproduce the issue in-game.
To reproduce: (all resources included in the addon above)
1) Create custom block with custom geometry
2) Create custom block with unit_cube
3) Load into world
4) Notice that custom geo block does not transmit redstone on first place
5) Notice that unit_cube block does transmit redstone on first place
6) Reload world
7) Notice that now custom geo block does transmit redstone
Hello!
Us folks over in the Bedrock Addons server are trying to create a custom block that interacts with redstone, with a custom geometry.
If I do not define a custom geo, and make it unit_cube, it works as expected.
However, upon adding a custom geometry (unit_cube or not), the redstone transmission becomes consistently inconsistent. Upon placing down the block for the first time, the block does not register redstone powering it, or going through it.
However, upon reloading the world, the block that was placed now all of the sudden transmits redstone just fine.
Please if we can support redstone transmission with custom block geometries, it'd be a game changer!
(Sidenote: I just wanted to add that getRedstonePower() also does not register the power. Only on world reload will it do so)NB: I have included an addon and video so you can easily see & reproduce the issue in-game.
To reproduce: (all resources included in the addon above)
1) Create custom block with custom geometry
2) Create custom block with unit_cube
3) Load into world
4) Notice that custom geo block does not transmit redstone on first place
5) Notice that unit_cube block does transmit redstone on first place
6) Reload world
7) Notice that now custom geo block does transmit redstoneSummary
Us folks over in the Bedrock Addons server are trying to create a custom block that interacts with redstone, with a custom geometry.
If I do not define a custom geo, and make it unit_cube, it works as expected.
However, upon adding a custom geometry (unit_cube or not), the redstone transmission becomes consistently inconsistent. Upon placing down the block for the first time, the block does not register redstone powering it, or going through it.
However, upon reloading the world, the block that was placed now all of the sudden transmits redstone just fine.
Please if we can support redstone transmission with custom block geometries, it'd be a game changer! (Sidenote: I just wanted to add that getRedstonePower() also does not register the power. Only on world reload will it do so)
NB: I have included an addon and video so you can easily see & reproduce the issue in-game.
Resources
Reproduce
To reproduce: (all resources included in the addon above)
1) Create custom block with custom geometry
2) Create custom block with unit_cube
3) Load into world
4) Notice that custom geo block does not transmit redstone on first place
5) Notice that unit_cube block does transmit redstone on first place
6) Reload world
7) Notice that now custom geo block does transmit redstone
Summary
Us folks over in the Bedrock Addons server are trying to create a custom block that interacts with redstone, with a custom geometry.
If I do not define a custom geo, and make it unit_cube,
it works as expected.However, upon adding a custom geometry (unit_cube or not), the redstone transmission becomes consistently inconsistent. Upon placing down the block for the first time, the block does not register redstone powering it, or going through it.
However, upon reloading the world, the block that was placed now all of the sudden transmits redstone just fine.
Please if we can support redstone transmission with custom block geometries, it'd be a game changer! (Sidenote: I just wanted to add that
getRedstonePower() also does not register the power. Only on world reload will it do so)NB: I have included an addon and video so you can easily see & reproduce the issue in-game.
Resources
Reproduce
To reproduce: (all resources included in the addon above)
1) Create custom block with custom geometry
2) Create custom block with unit_cube
3) Load into world
4) Notice that custom geo block does not transmit redstone on first place
5) Notice that unit_cube block does transmit redstone on first place
6) Reload world
7) Notice that now custom geo block does transmit redstoneSummary
Us folks over in the Bedrock Addons server are trying to create a custom block that interacts with redstone, with a custom geometry.
If I make it unit_cube, and I do not define a custom geometry, it works as expected.
However, upon adding a custom geometry (unit_cube or not), the redstone transmission becomes consistently inconsistent. Upon placing down the block for the first time, the block does not register redstone powering it, or going through it.
However, upon reloading the world, the block that was placed now all of the sudden transmits redstone just fine.
(Sidenote: getRedstonePower() also does not register the power. Only on world reload will it do so)Please if we can support redstone transmission with custom block geometries, it'd be a game changer! There are many existing blocks in the game that do not have a full block hitbox, but still work with redstone. I think a way to define how our blocks interact with redstone will be a good solution.
NB: I have included an addon and video so you can easily see & reproduce the issue in-game.
Resources
Reproduce
To reproduce: (all resources included in the addon above)
1) Create custom block with custom geometry
2) Create custom block with unit_cube
3) Load into world
4) Notice that custom geo block does not transmit redstone on first place
5) Notice that unit_cube block does transmit redstone on first place
6) Reload world
7) Notice that now custom geo block does transmit redstone
Summary
Us folks over in the Bedrock Addons server are trying to create a custom block that interacts with redstone, with a custom geometry.
If I make it unit_cube, and I do not define a custom geometry, it works as expected.
However, upon adding a custom geometry (unit_cube or not), the redstone transmission becomes consistently inconsistent. Upon placing down the block for the first time, the block does not register redstone powering it, or going through it.
However, upon reloading the world, the block that was placed now all of the sudden transmits redstone just fine.
(Sidenote: getRedstonePower() also does not register the power. Only on world reload will it do so)Please if we can support redstone transmission with custom block geometries, it'd be a game changer! There are many existing blocks in the game that do not have a full block hitbox, but still work with redstone. I think a way to define how our blocks interact with redstone will be a good solution.
NB: I have included an addon and video so you can easily see & reproduce the issue in-game.
Resources
Reproduce
To reproduce: (all resources included in the addon above)
1) Create custom block with custom geometry
2) Create custom block with unit_cube
3) Load into world
4) Notice that custom geo block does not transmit redstone on first place
5) Notice that unit_cube block does transmit redstone on first place
6) Reload world
7) Notice that now custom geo block does transmit redstoneSummary
Us folks over in the Bedrock Addons server are trying to create a custom block that interacts with redstone, with a custom geometry.
If I make it unit_cube, and I do not define a custom geometry, it works as expected.
However, upon adding a custom geometry (unit_cube or not), the redstone transmission becomes consistently inconsistent. Upon placing down the block for the first time, the block does not register redstone powering it, or going through it.
However, upon reloading the world, the block that was placed now all of the sudden transmits redstone just fine.
(Sidenote: getRedstonePower() also does not register the power. Only on world reload will it do so. getRedstonePower() also does not detect soft powering)Please if we can support redstone transmission with custom block geometries, it'd be a game changer! There are many existing blocks in the game that do not have a full block hitbox, but still work with redstone. I think a way to define how our blocks interact with redstone will be a good solution.
NB: I have included an addon and video so you can easily see & reproduce the issue in-game.
Resources
Reproduce
To reproduce: (all resources included in the addon above)
1) Create custom block with custom geometry
2) Create custom block with unit_cube
3) Load into world
4) Notice that custom geo block does not transmit redstone on first place
5) Notice that unit_cube block does transmit redstone on first place
6) Reload world
7) Notice that now custom geo block does transmit redstone
Summary
Us folks over in the Bedrock Addons server are trying to create a custom block that interacts with redstone, with a custom geometry.
If I make it unit_cube, and I do not define a custom geometry, it works as expected.
However, upon adding a custom geometry (unit_cube or not), the redstone transmission becomes consistently inconsistent. Upon placing down the block for the first time, the block does not register redstone powering it, or going through it.
However, upon reloading the world, the block that was placed now all of the sudden transmits redstone just fine.
(Sidenote: getRedstonePower() also does not register the power. Only on world reload will it do so.getRedstonePower() also does not detect soft powering)Please if we can support redstone transmission with custom block geometries, it'd be a game changer! There are many existing blocks in the game that do not have a full block hitbox, but still work with redstone. I think a way to define how our blocks interact with redstone will be a good solution.
NB: I have included an addon and video so you can easily see & reproduce the issue in-game.
Resources
Reproduce
To reproduce: (all resources included in the addon above)
1) Create custom block with custom geometry
2) Create custom block with unit_cube
3) Load into world
4) Notice that custom geo block does not transmit redstone on first place
5) Notice that unit_cube block does transmit redstone on first place
6) Reload world
7) Notice that now custom geo block does transmit redstoneSummary
Us folks over in the Bedrock Addons server are trying to create a custom block that interacts with redstone, with a custom geometry.
If I make it unit_cube, and I do not define a custom geometry, it works as expected.
However, upon adding a custom geometry (unit_cube or not), the redstone transmission becomes consistently inconsistent. Upon placing down the block for the first time, the block does not register redstone powering it, or going through it.
However, upon reloading the world, the block that was placed now all of the sudden transmits redstone just fine.
(Sidenote: getRedstonePower() also does not register the power. Only on world reload will it do so.)Please if we can support redstone transmission with custom block geometries, it'd be a game changer! There are many existing blocks in the game that do not have a full block hitbox, but still work with redstone. I think a way to define how our blocks interact with redstone will be a good solution.
NB: I have included an addon and video so you can easily see & reproduce the issue in-game.
Resources
Reproduce
To reproduce: (all resources included in the addon above)
1) Create custom block with custom geometry
2) Create custom block with unit_cube
3) Load into world
4) Notice that custom geo block does not transmit redstone on first place
5) Notice that unit_cube block does transmit redstone on first place
6) Reload world
7) Notice that now custom geo block does transmit redstone
Summary
Us folks over in the Bedrock Addons server are trying to create a custom block that interacts with redstone, with a custom geometry.
If I make it unit_cube, and I do not define a custom geometry, it works as expected.
However, upon adding a custom geometry (unit_cube or not), the redstone transmission becomes consistently inconsistent. Upon placing down the block for the first time, the block does not register redstone powering it, or going through it.
However, upon reloading the world, the block that was placed now all of the sudden transmits redstone just fine.
(Sidenote: getRedstonePower() also does not register the power. Only on world reload will it do so.)Please if we can support redstone transmission with custom block geometries, it'd be a game changer! There are many existing blocks in the game that do not have a full block hitbox, but still work with redstone. I think a way to define how our blocks interact with redstone will be a good solution.
NB: I have included an addon and video so you can easily see & reproduce the issue in-game
.Resources
Reproduce
To reproduce: (all resources included in the addon above)
1) Create custom block with custom geometry
2) Create custom block with unit_cube
3) Load into world
4) Notice that custom geo block does not transmit redstone on first place
5) Notice that unit_cube block does transmit redstone on first place
6) Reload world
7) Notice that now custom geo block does transmit redstoneSummary
Us folks over in the Bedrock Addons server are trying to create a custom block that interacts with redstone, with a custom geometry.
If I make it unit_cube, and I do not define a custom geometry, it works as expected.
However, upon adding a custom geometry (unit_cube or not), the redstone transmission becomes consistently inconsistent. Upon placing down the block for the first time, the block does not register redstone powering it, or going through it.
However, upon reloading the world, the block that was placed now all of the sudden transmits redstone just fine.
(Sidenote: getRedstonePower() also does not register the power. Only on world reload will it do so.)Please if we can support redstone transmission with custom block geometries, it'd be a game changer! There are many existing blocks in the game that do not have a full block hitbox, but still work with redstone. I think a way to define how our blocks interact with redstone will be a good solution.
NB: I have included an addon and video so you can easily see & reproduce the issue in-game!
Resources
Reproduce
To reproduce: (all resources included in the addon above)
1) Create custom block with custom geometry
2) Create custom block with unit_cube
3) Load into world
4) Notice that custom geo block does not transmit redstone on first place
5) Notice that unit_cube block does transmit redstone on first place
6) Reload world
7) Notice that now custom geo block does transmit redstone


Confirmed for 18w08b.
/playsound minecraft:entity.enderdragon.death master @a ~ ~ ~ 1 1 1 will make the sound decrease in volume when I move away form the source.
@ModNeko your duplicate is marked incorrectly. playerKillCount DOES work. Your title is incorrect on the other report.
Just tested it now, playerKillCount is working in pre5.
Is there an explanation on how this was fixed? What tag do we use now? Does it support unbreakable items?
Ah awesome! Great implementation. Thank you.
Matthew, I'll update the demonstration world and confirm whether it is a problem nowadays or not.
Seems Tom Wilhelm is being just a tidbit rash. No need for that type of negativity here, really.
(This is my report btw, I changed accounts last year. Is there any way I can get ownership over this report with my new account?)
Thank you. I can confirm this is still a bug in 1.13. I have updated the world, and moved everything in functions. I will attach the world download in the description now
@James Spatig It messes up farms that use bonemeal, and isn't intended behaviour either
When I was killing my second account a couple times, it eventually exited the world for that account, but it was stuck in "Saving World..." dirt screen.
This may be a setting that is set in your Graphics Card's Control Panel. You might want to check, and potentially disable it.
So, was actually my problem. Please close this report.
The fix is posted in description above.
Yes, I've put it in the description.
Confirmed for 1.14.2 Pre-Release 2
Can confirm. My world with just 8 datapacks would not load at all. When I removed 7, the last one loaded perfectly by itself.
1.14.2 loaded all of them in under a second however.
Confirmed for pre4
Pretty sure this is a duplicate of https://bugs.mojang.com/browse/MC-154201
It's in progress of being fixed
Still happens in 1.14.4pre-5
I've found a work-around for the issue. Summon your fireball like this:
/summon minecraft:fireball ~ ~ ~ {PortalCooldown:3,direction:[0.0,0.0,0.0]}Then only apply your motion when PortalCooldown is 0.
execute as @e[type=minecraft:fireball,nbt={PortalCooldown:0}] at @s run data merge entity @s {Motion:[0.0,1.0,0.0]}