Paul Fulham
- pau101
- pau101
- America/Los_Angeles
- Yes
- No
When a piston arm retracts with a block next to side of piston base, side of piston arm becomes shaded as if completely retracted.
Smooth Lighting Off:
Smooth Lighting Minimum:
Smooth Lighting Maximum:
When a piston arm retracts with a block next to side of piston base, side of piston arm becomes shaded as if completely retracted.
Smooth Lighting Off:
Smooth Lighting Minimum:
Smooth Lighting Maximum:
When a piston arm retracts with a block next to side of piston base, side of piston arm becomes shaded as if completely retracted.
Smooth Lighting Off:
Smooth Lighting Minimum:
Smooth Lighting Maximum:
In the tellraw command's JSON message when * is used as the name in a score component it is not replaced when it's an argument for translatable component. It is expected to be replaced with the player's name that receives the message.
This can be recreated by doing the following:
- /scoreboard objectives add test dummy
- /scoreboard players set @p test 501
- /tellraw @p {translate:"commands.seed.success",with:[{score:{name:"*",objective:"test"
]}}}The * is treated as a player and if you don't have a score for * then a "?" is shown.
I encountered this bug when I was trying to insert a value into a custom translation key. Specifically:tellraw @a[score_trading_min=1] { translate:"trading.offer.oneItem", with:[ { translate:"resources.wheatAmount", with:[ { score:{ name:"*", objective:"wheatOffer" } } ], color:"yellow" } ], color:"gray" }After this predicament I decided to check out the code and make a mod to fix it. Which you can download for yourself here. Installation Intructions
In the tellraw command's JSON message when * is used as the name in a score component it is not replaced when it's an argument for translatable component. It is expected to be replaced with the player's name that receives the message.
This can be recreated by doing the following:
- /scoreboard objectives add test dummy
- /scoreboard players set @p test 501
- /tellraw @p {translate:"commands.seed.success",with:[{score:{name:"*",objective:"test"} }]}
The * is treated as a player and if you don't have a score for * then a "?" is shown.
I encountered this bug when I was trying to insert a value into a custom translation key. Specifically:tellraw @a[score_trading_min=1] { translate:"trading.offer.oneItem", with:[ { translate:"resources.wheatAmount", with:[ { score:{ name:"*", objective:"wheatOffer" } } ], color:"yellow" } ], color:"gray" }After this predicament I decided to check out the code and make a mod to fix it. Which you can download for yourself here. Installation Intructions
In the tellraw command's JSON message when * is used as the name in a score component it is not replaced when it's an argument for translatable component. It is expected to be replaced with the player's name that receives the message.
This can be recreated by doing the following:
- /scoreboard objectives add test dummy
- /scoreboard players set @p test 501
- /tellraw @p {translate:"commands.seed.success",with:[{score:{name:"*",objective:"test" } }]}
The * is treated as a player and if you don't have a score for * then a "?" is shown.
I encountered this bug when I was trying to insert a value into a custom translation key. Specifically:tellraw @a[score_trading_min=1] { translate:"trading.offer.oneItem", with:[ { translate:"resources.wheatAmount", with:[ { score:{ name:"*", objective:"wheatOffer" } } ], color:"yellow" } ], color:"gray" }After this predicament I decided to check out the code and make a mod to fix it. Which you can download for yourself here. Installation Intructions
In the tellraw command's JSON message when * is used as the name in a score component it is not replaced when it's an argument for translatable component. It is expected to be replaced with the player's name that receives the message.
This can be recreated by doing the following:
- /scoreboard objectives add test dummy
- /scoreboard players set @p test 501
- /tellraw @p {translate:"commands.seed.success",with:[{score:{name:"*",objective:"test"
}}]}The * is treated as a player and if you don't have a score for * then a "?" is shown.
I encountered this bug when I was trying to insert a value into a custom translation key. Specifically:tellraw @a[score_trading_min=1] { translate:"trading.offer.oneItem", with:[ { translate:"resources.wheatAmount", with:[ { score:{ name:"*", objective:"wheatOffer" } } ], color:"yellow" } ], color:"gray" }After this predicament I decided to check out the code and make a mod to fix it. Which you can download for yourself here. Installation Intructions
In the tellraw command's JSON message when * is used as the name in a score component it is not replaced when it's an argument for translatable component. It is expected to be replaced with the player's name that receives the message.
This can be recreated by doing the following:
- /scoreboard objectives add test dummy
- /scoreboard players set @p test 501
- /tellraw @p {translate:"commands.seed.success",with:[{score:{name:"*",objective:"test"}}]}
The * is treated as a player and if you don't have a score for * then a "?" is shown.
I encountered this bug when I was trying to insert a value into a custom translation key. Specifically:tellraw @a[score_trading_min=1] { translate:"trading.offer.oneItem", with:[ { translate:"resources.wheatAmount", with:[ { score:{ name:"*", objective:"wheatOffer" } } ], color:"yellow" } ], color:"gray" }After this predicament I decided to check out the code and make a mod to fix it. Which you can download for yourself here. Installation Intructions
In the tellraw command's JSON message when * is used as the name in a score component it is not replaced when it's an argument for translatable component. It is expected to be replaced with the player's name that receives the message.
This can be recreated by doing the following:
- /scoreboard objectives add test dummy
- /scoreboard players set @p test 501
- /tellraw @p {translate:"commands.seed.success",with:[{score:{name:"*",objective:"test"}}]}
The * is treated as a player and if you don't have a score for * then a "?" is shown.
I encountered this bug when I was trying to insert a value into a custom translation key. Specifically:tellraw @a[score_trading_min=1] { translate:"trading.offer.oneItem", with:[ { translate:"resources.wheatAmount", with:[ { score:{ name:"*", objective:"wheatOffer" } } ], color:"yellow" } ], color:"gray" }After this predicament I decided to check out the code and make a mod to fix it. Which you can download for yourself here (14w08a). Installation Intructions
In the tellraw command's JSON message when * is used as the name in a score component it is not replaced when it's an argument for translatable component. It is expected to be replaced with the player's name that receives the message.
This can be recreated by doing the following:
- /scoreboard objectives add test dummy
- /scoreboard players set @p test 501
- /tellraw @p {translate:"commands.seed.success",with:[{score:{name:"*",objective:"test"}}]}
The * is treated as a player and if you don't have a score for * then a "?" is shown.
I encountered this bug when I was trying to insert a value into a custom translation key. Specifically:tellraw @a[score_trading_min=1] { translate:"trading.offer.oneItem", with:[ { translate:"resources.wheatAmount", with:[ { score:{ name:"*", objective:"wheatOffer" } } ], color:"yellow" } ], color:"gray" }After this predicament I decided to check out the code and make a mod to fix it. Which you can download for yourself here (14w
08a). Installation IntructionsIn the tellraw command's JSON message when * is used as the name in a score component it is not replaced when it's an argument for translatable component. It is expected to be replaced with the player's name that receives the message.
This can be recreated by doing the following:
- /scoreboard objectives add test dummy
- /scoreboard players set @p test 501
- /tellraw @p {translate:"commands.seed.success",with:[{score:{name:"*",objective:"test"}}]}
The * is treated as a player and if you don't have a score for * then a "?" is shown.
I encountered this bug when I was trying to insert a value into a custom translation key. Specifically:tellraw @a[score_trading_min=1] { translate:"trading.offer.oneItem", with:[ { translate:"resources.wheatAmount", with:[ { score:{ name:"*", objective:"wheatOffer" } } ], color:"yellow" } ], color:"gray" }After this predicament I decided to check out the code and make a mod to fix it. Which you can download for yourself here (14w10b). Installation Intructions
In the tellraw command's JSON message when * is used as the name in a score component it is not replaced when it's an argument for translatable component. It is expected to be replaced with the player's name that receives the message.
This can be recreated by doing the following:
- /scoreboard objectives add test dummy
- /scoreboard players set @p test 501
- /tellraw @p {translate:"commands.seed.success",with:[{score:{name:"*",objective:"test"}}]}
The * is treated as a player and if you don't have a score for * then a "?" is shown.
I encountered this bug when I was trying to insert a value into a custom translation key. Specifically:tellraw @a[score_trading_min=1] { translate:"trading.offer.oneItem", with:[ { translate:"resources.wheatAmount", with:[ { score:{ name:"*", objective:"wheatOffer" } } ], color:"yellow" } ], color:"gray" }After this predicament I decided to check out the code and make a mod to fix it. Which you can download for yourself here (14w10
b). Installation IntructionsIn the tellraw command's JSON message when * is used as the name in a score component it is not replaced when it's an argument for translatable component. It is expected to be replaced with the player's name that receives the message.
This can be recreated by doing the following:
- /scoreboard objectives add test dummy
- /scoreboard players set @p test 501
- /tellraw @p {translate:"commands.seed.success",with:[{score:{name:"*",objective:"test"}}]}
The * is treated as a player and if you don't have a score for * then a "?" is shown.
I encountered this bug when I was trying to insert a value into a custom translation key. Specifically:tellraw @a[score_trading_min=1] { translate:"trading.offer.oneItem", with:[ { translate:"resources.wheatAmount", with:[ { score:{ name:"*", objective:"wheatOffer" } } ], color:"yellow" } ], color:"gray" }After this predicament I decided to check out the code and make a mod to fix it. Which you can download for yourself here (14w10c). Installation Intructions
The workaround by Paul Fulham does not work anymore in 14w04a.
/testforblock ~ ~+1 ~ chest 0 {Items:[0:{Slot:0b,id:1s,Damage:0s,Count:1b}]}
Note: All class, field and method names used are from the stable_29 MCP mappings.
Due to a typo in LootEntry.Serialiser#serialize(), instances of LootEntryTable have their type set to "item" when serialised, instead of "loot_table". Any produced loot table containing these entries will error when they are deserialised.
I have verified this in MCP 9.24(MC 1.9), MCP 9.28(MC 1.9.4), MCP 9.30(MC 1.10) and MCP 9.37(MC 1.11.2).
Paul Fulham has verified this in snapshot 17w31b.
The cause of this issue is this if statement in LootEntry.Serialiser#serialize():
if (p_serialize_1_ instanceof LootEntryItem) { jsonobject.addProperty("type", "item"); } else if (p_serialize_1_ instanceof LootEntryTable) { jsonobject.addProperty("type", "item"); }
The fix is to replace "item" with "loot_table".
This bug is only exposed if mods or other third-party applications are used to serialise loot tables, as vanilla does not serialise them.



The issue is not caused by the user missing tags, it is not adding a 's' if the tag is a short, a 'b' if the tag is a byte, a 'L' if the tag is a long, a 'f' if the tag is a float and a 'd' if the tag is a double, so test for a chest with stone in the first slot you could do:
/testforblock ~ ~+1 ~ chest 0 {Items:[0:{Slot:0b,id:1s,Damage:0s,Count:1b}]}When experimenting with this myself I found that this issue is a manifestation of
MC-9591If you relog after placing the lily pads but before placing the sponge you will find all lily pads still there will always be removed when the sponge as is placed.
From my take on the code, the culprit may be the tripwire's render type compositing "output state" set as "weather target", compared to the typical block translucent render type which is "translucent target". Testing this change did resolve tripwire appearance.