Panossa YT
- Panossa
- panossa
- Europe/Stockholm
- Yes
- No
Before I start, take a look at this bug report:
MC-41113
Especially at the code analysis provided by Marcono.
Then take a look at my comment below: hereNow I found another bug relating to that which does NOT use /clear but has maybe the same origin.
I have the following setup:
- an advancement that gets granted when an inventory change happens (vanilla trigger) with a function as a reward
- a function which originally /clear-ed the inventory and then refilled the hotbar via /replaceitem or /give. Then I tried to clear every slot manually via /replaceitem ... air. And the current setup just staigt up sets the new items in the right spot without clearing anything. (Spoiler: every one of those are buggy)
- the function then revokes the advancement.
What I expected to happen:
1. The inventory gets cleared.
2. The new items come and I can use them.What actually happened:
► Earlier tests - with clearing the inventory via /clear or /replaceitem:
1. The inventory gets cleared.
2. The new items kinda appear but are invisible, unusable and get destroyed when I move another item on the slot with the bugged item.
3. When I DROP the bugged/invisible item it drops like a normal item.
(Just look at the videos I linked in my comment of Mc-41113)► Current tests - without clearing first:
1. It works! Almost for every item. But when I throw (or drop) an item (snowball, ender pearl, potion) which is in the slot in question then the new item is invisible and behaves like in the earlier tests.My conclusion:
Minecraft can only handle/display one inventory change in one tick.EDIT: I think the bug exists even since MC 1.7.10 and earlier.
~Panossa
Before I start, take a look at this bug report:
MC-41113
Especially at the code analysis provided by Marcono.
Then take a look at my comment below: hereNow I found another bug relating to that which does NOT use /clear but has maybe the same origin.
I have the following setup:
- an advancement that gets granted when an inventory change happens (vanilla trigger) with a function as a reward
- a function which originally /clear-ed the inventory and then refilled the hotbar via /replaceitem or /give. Then I tried to clear every slot manually via /replaceitem ... air. And the current setup just staigt up sets the new items in the right spot without clearing anything. (Spoiler: every one of those are buggy)
- the function then revokes the advancement.
What I expected to happen:
1. The inventory gets cleared.
2. The new items come and I can use them.What actually happened:
► Earlier tests - with clearing the inventory via /clear or /replaceitem:
1. The inventory gets cleared.
2. The new items kinda appear but are invisible, unusable and get destroyed when I move another item on the slot with the bugged item.
3. When I DROP the bugged/invisible item it drops like a normal item.
(Just look at the videos I linked in my comment ofMC-41113)► Current tests - without clearing first:
1. It works! Almost for every item. But when I throw (or drop) an item (snowball, ender pearl, potion) which is in the slot in question then the new item is invisible and behaves like in the earlier tests.My conclusion:
Minecraft can only handle/display one inventory change in one tick.EDIT: I think the bug exists even since MC 1.7.10 and earlier.
*EDIT 2*: Attached some test files. data.zipSee comments in the function file.
~Panossa
Before I start, take a look at this bug report:
MC-41113
Especially at the code analysis provided by Marcono.
Then take a look at my comment below: hereNow I found another bug relating to that which does NOT use /clear but has maybe the same origin.
I have the following setup:
- an advancement that gets granted when an inventory change happens (vanilla trigger) with a function as a reward
- a function which originally /clear-ed the inventory and then refilled the hotbar via /replaceitem or /give. Then I tried to clear every slot manually via /replaceitem ... air. And the current setup just staigt up sets the new items in the right spot without clearing anything. (Spoiler: every one of those are buggy)
- the function then revokes the advancement.
What I expected to happen:
1. The inventory gets cleared.
2. The new items come and I can use them.What actually happened:
► Earlier tests - with clearing the inventory via /clear or /replaceitem:
1. The inventory gets cleared.
2. The new items kinda appear but are invisible, unusable and get destroyed when I move another item on the slot with the bugged item.
3. When I DROP the bugged/invisible item it drops like a normal item.
(Just look at the videos I linked in my comment ofMC-41113)► Current tests - without clearing first:
1. It works! Almost for every item. But when I throw (or drop) an item (snowball, ender pearl, potion) which is in the slot in question then the new item is invisible and behaves like in the earlier tests.My conclusion:
Minecraft can only handle/display one inventory change in one tick.EDIT: I think the bug exists even since MC 1.7.10 and earlier.
*EDIT 2*: Attached some test files. data.zipSee comments in the function file.
~Panossa
Before I start, take a look at this bug report:
MC-41113
Especially at the code analysis provided by Marcono.
Then take a look at my comment below: hereNow I found another bug relating to that which does NOT use /clear but has maybe the same origin.
I have the following setup:
- an advancement that gets granted when an inventory change happens (vanilla trigger) with a function as a reward
- a function which originally /clear-ed the inventory and then refilled the hotbar via /replaceitem or /give. Then I tried to clear every slot manually via /replaceitem ... air. And the current setup just staigt up sets the new items in the right spot without clearing anything. (Spoiler: every one of those are buggy)
- the function then revokes the advancement.
What I expected to happen:
1. The inventory gets cleared.
2. The new items come and I can use them.What actually happened:
► Earlier tests - with clearing the inventory via /clear or /replaceitem:
1. The inventory gets cleared.
2. The new items kinda appear but are invisible, unusable and get destroyed when I move another item on the slot with the bugged item.
3. When I DROP the bugged/invisible item it drops like a normal item.
(Just look at the videos I linked in my comment ofMC-41113)► Current tests - without clearing first:
1. It works! Almost for every item. But when I throw (or drop) an item (snowball, ender pearl, potion) which is in the slot in question then the new item is invisible and behaves like in the earlier tests.My conclusion:
Minecraft can only handle/display one inventory change in one tick.EDIT: I think the bug exists even since MC 1.7.10 and earlier.
EDIT 2: Attached some test files. data.zipSee comments in the function file.
~Panossa
Before I start, take a look at this bug report:
MC-41113
Especially at the code analysis provided by Marcono.
Then take a look at my comment below: hereNow I found another bug relating to that which does NOT use /clear but has maybe the same origin.
I have the following setup:
- an advancement that gets granted when an inventory change happens (vanilla trigger) with a function as a reward
- a function which originally /clear-ed the inventory and then refilled the hotbar via /replaceitem or /give. Then I tried to clear every slot manually via /replaceitem ... air. And the current setup just staigt up sets the new items in the right spot without clearing anything. (Spoiler: every one of those are buggy)
- the function then revokes the advancement.
What I expected to happen:
1. The inventory gets cleared.
2. The new items come and I can use them.What actually happened:
► Earlier tests - with clearing the inventory via /clear or /replaceitem:
1. The inventory gets cleared.
2. The new items kinda appear but are invisible, unusable and get destroyed when I move another item on the slot with the bugged item.
3. When I DROP the bugged/invisible item it drops like a normal item.
(Just look at the videos I linked in my comment ofMC-41113)► Current tests - without clearing first:
1. It works! Almost for every item. But when I throw (or drop) an item (snowball, ender pearl, potion) which is in the slot in question then the new item is invisible and behaves like in the earlier tests.My conclusion:
Minecraft can only handle/display one inventory change in one tick.EDIT: I think the bug exists even since MC 1.7.10 and earlier.
EDIT 2: Attached some test files. data.zipSee comments in the function file.
EDIT 3: Here's a video of tryashtar's commands in my world: https://youtu.be/lOWiufeZv9Q~Panossa
Before I start, take a look at this bug report:
MC-41113
Especially at the code analysis provided by Marcono.
Then take a look at my comment below: hereNow I found another bug relating to that which does NOT use /clear but has maybe the same origin.
I have the following setup:
- an advancement that gets granted when an inventory change happens (vanilla trigger) with a function as a reward
- a function which originally /clear-ed the inventory and then refilled the hotbar via /replaceitem or /give. Then I tried to clear every slot manually via /replaceitem ... air. And the current setup just staigt up sets the new items in the right spot without clearing anything. (Spoiler: every one of those are buggy)
- the function then revokes the advancement.
What I expected to happen:
1. The inventory gets cleared.
2. The new items come and I can use them.What actually happened:
► Earlier tests - with clearing the inventory via /clear or /replaceitem:
1. The inventory gets cleared.
2. The new items kinda appear but are invisible, unusable and get destroyed when I move another item on the slot with the bugged item.
3. When I DROP the bugged/invisible item it drops like a normal item.
(Just look at the videos I linked in my comment ofMC-41113)► Current tests - without clearing first:
1. It works! Almost for every item. But when I throw (or drop) an item (snowball, ender pearl, potion) which is in the slot in question then the new item is invisible and behaves like in the earlier tests.My conclusion:
Minecraft can only handle/display one inventory change in one tick.EDIT: I think the bug exists even since MC 1.7.10 and earlier.
EDIT 2: Attached some test files. data.zipSee comments in the function file.
EDIT 3: Here's a video of tryashtar's commands in my world: https://youtu.be/lOWiufeZv9Q~Panossa
Before I start, take a look at this bug report:
MC-41113
Especially at the code analysis provided by Marcono.
Then take a look at my comment below: hereNow I found another bug relating to that which does NOT use /clear but has maybe the same origin.
I have the following setup:
- an advancement that gets granted when an inventory change happens (vanilla trigger) with a function as a reward
- a function which originally /clear-ed the inventory and then refilled the hotbar via /replaceitem or /give. Then I tried to clear every slot manually via /replaceitem ... air. And the current setup just staigt up sets the new items in the right spot without clearing anything. (Spoiler: every one of those are buggy)
- the function then revokes the advancement.
What I expected to happen:
1. The inventory gets cleared.
2. The new items come and I can use them.What actually happened:
► Earlier tests - with clearing the inventory via /clear or /replaceitem:
1. The inventory gets cleared.
2. The new items kinda appear but are invisible, unusable and get destroyed when I move another item on the slot with the bugged item.
3. When I DROP the bugged/invisible item it drops like a normal item.
(Just look at the videos I linked in my comment ofMC-41113)► Current tests - without clearing first:
1. It works! Almost for every item. But when I throw (or drop) an item (snowball, ender pearl, potion) which is in the slot in question then the new item is invisible and behaves like in the earlier tests.My conclusion:
Minecraft can only handle/display one inventory change in one tick.EDIT: I think the bug exists even since MC 1.7.10 and earlier.
EDIT 2: Attached some test files. data.zipSee comments in the function file.
EDIT 3: Here's a video of tryashtar's commands in my world:
https://youtu.be/lOWiufeZv9Q
EDIT 4: Seems like my previous conclusion was wrong. inventory_changed is probably the thing that causes the bug. Together with the problem that Marcono found inMC-41113.~Panossa
Panossa YT's quote:
I think you got into the wrong report section. This is Minecraft Java version.
Indeed it is, report in MCPE.
It looks like Panossa YT is right, it did not appear when a husk attacked me, but appears to depend on the damage type or maybe rather when the damage is taken.
Panossa YT, versions older than 1.12.1 cannot be added to affected versions anymore as they're outdated. I suppose you meant 1.12.2-pre2?
Really, REALLY strange and big bug.
On some clients it works. On some it doesn't work.
And sometimes it works normally, sometimes not. But WHEN it's bugged... RIP.
There are theories that it might have something to do with negative and positive coordinates but I don't know if that's right.
Also: teleporting from a previously unloaded chunk to the spawn chunks lets the bug occur, too. (for me, that is)
~Panossa
Hey guys! I have much additional info about this bug.
First: Confirmed for MC 1.12.
Second: https://youtu.be/9Li4592iSpY
Here's an explaination:
I have an advancement with the changed_inventory trigger. It runs a function file which clears the whole inventory and then sets (hardcoded) specific items on specific hotbar slots (with /replaceitem). They kinda get set but the item that gets actually removed from the inventory bugs the slot so that the item that gets instead in that hotbar slot is not invisible and cannot be interacted with. Only if you pick an item up you see that there was an item.
And then a few other bugs relating to that. Everyone caused by the clear bug:
aufnahme (04).mp4
aufnahme (05).mp4
aufnahme (06).mp4
aufnahme (07).mp4
Seems like you are not allowed to /clear and place items in your inventory in the same tick.
~ Panossa
(Sorry for bad english)
I think the devs of Minecraft would rather like a bug report which is vanilla. (or at least game output which doesn't say "optifine" in almost every line.
When I shift click a stack of pumpkins 63 will remain in the same slot. Can not reproduce the bug.
Added them @tryashtar
Changed the zip. (still the same but different names). What did I copy incorectly?
Also added "Edit 3" with a video of your function file tryashtar.
I think you got into the wrong report section. This is Minecraft Java version.
I tested even more and found another strange thing.
{ "function": "test:temp" }If I have an advancement like this:
{
"criteria": {
"inv_changed": {
"trigger": "minecraft:inventory_changed",
"conditions": {}
}
},
"rewards":
,
"requirements": [
[
"inv_changed"
]
]
}
and temp.mcfunction is the following:
replaceitem entity @s[tag=ingame] slot.hotbar.0 minecraft:air 1
Then this happens:
If I have nothing in the first slot of my hotbar and then I pick a block (mid click in gm1 OR normal pickup (in gm1 or gm0)), it turns into a ghost block. I can't place it (it vanishes), can't drop it. Only if I open my inventory I can interact with that block (if I'm in gm1) as if it is there.
After EVEN MORE testing and possible workarounds I came to the conclusion that inventory_changed might be the problem. My current setup is the only one that works so far:
Advancement:
{ "criteria": { "inv_changed": { "trigger": "minecraft:inventory_changed", "conditions": {} } }, "rewards": { "function": "test:temp" } , "requirements": [ [ "inv_changed" ] ] }scoreboard players set @s countdown 1
execute @a[score_countdown_min=1] ~ ~ ~ function test:temp2
#(Temp2 is the function that does replaceitem on all slots. It's PROBABLY being executed the next tick after "countdown" was set to 1. Cause else the bug would be present.)
#Now count down all known timers:
scoreboard players remove @a[score_countdown_min=1] countdown 1
Well it works for me in singleplayer and on my vanilla MC 1.12 server. (Even with OF)
Wrong place to report MCPE bugs. This is for Minecraft Java edition only. Take a look at: https://bugs.mojang.com/projects/MCPE
I don't think it's WAI, either. Barriers should not be obtainable and monster spawners even more. (Cause they could lag the world or just be cheaty. Also they are not obtainable by normal creative mode.)
This is a completely uncomplete bug report.
1. You didn't include any log or crash report.
2. You didn't even say which texture pack and where you got it from.
3. Why would you have to play to download the game? That was never the case and it's now free, too.
For me this bug is only appearing if I switch from MC 1.12 to an older version and then back to 1.12. Is it for you the same or are you in 1.12 only?
Lol. For me the game output looks as if Minecraft started but is invisible. Never seen that.
You could add the log file of that start.
(You can enable showing live log in the MC launcher)
I think it WAI cause if you build in creative it would be pretty annoying if you accidently drop a block from time to time.
Works for me. Without putting "moved wrongly" into the log.
Also I had never the case (in vanilla survival) that a zombie got to me while I was in bed. I think that's pretty uncommon. (Cause of "you can't sleep, there are monsters nearby")
I thought this one is resolved in 1.12?
This bug appears in 1.11, 1.11.2, 1.12, 1.12.1 and the 1.12.2 pre-release.
Confirmed for 1.12.1 and 1.12.2 pre-release
@Grum isn't that a problem in itself? I mean it's probably easier to write something like an anticheat if you have that info. Also it's just very helpful for mapmaking etc. o.O
Confirmed for 1.13.1. Just disabled the vanilla datapack, restarted MC, enabled the vanilla datapack and after every /reload (even after another restart) it spams those ambiguity messages in the log. (Maybe it did that earlier on, I just noticed that)
Just tested it in 1.13.1. Placed signs, heads, chests, enchantment tables etc, typed the command, relogged and everything's still there. No errors in console.