r4isen1920
- r4isen
- r4isen
- Etc/GMT-9
- Yes
- No
Using animation_controllers to run /function commands automatically does not work properly, if the Add-On includes or involves with a Custom Block and Custom Items.
You can use
animation_controllers,__* * but cannot work if the custom blocks and custom items are also in-game. Thats why you should either be picking and conservative to what you add, kind of thing in add-ons! So, this prevents me from creating some add-ons and I believe this should be fixed.Using animation_controllers to run /function commands automatically does not work properly, if the Add-On includes or involves with a Custom Block and Custom Items.
This happens most of the times for an unknown reason. But by tweaking some of your World Options, you can gwt some chance of making it to actually work and function!
"Animation Controllers"not running properly on Add-Ons to run /functionscommandswhen there is a custom block or items involved.Custom player "Animation Controllers" does not work sometimes to run [/function] commands.
Using animation_controllers to run /function commands automatically does not work properly, if the Add-On includes or involves with a Custom Block and Custom Items.
This happens most of the times for an unknown reason. But by tweaking some of your World Options, you can gwt some chance of making it to actually work and function!
Minecraft Bedrock release 1.13.0 and 1.13.1: Custom player's controller_animation cannot always run a designated /function command most of the times.
For an unknown reason as well,
MCPE-56119is also (may be) related with this problem.
An attached version of my prototype add-on will confirm this happens, specially on mobile. No incorrect or typos where found, its just that the game does not run them properly.
Maybe the following reasons:
- Insufficient memory. Unable to run multiple commands – proceeding with no commands?
- World Overload. A lot of commands is already running into your world or the game cannot handle both chunk loading and commands at the same time?
- Character Creator. With the new Character Creator introduced, you (developers) may have made some changes to the animation_controllers that result in such a problem, since anyway, Character Creator involves 3D models for players and animations. Plus, this problem didn't exist before it was introduced!
Player Puppet: is the one that can be toggled in your settings. Once toggled on, you can notice that a replica of your player – including what armor you wear, wether you crouch or sprint – will be displayed on the top-left corner of your screen.
However, this bug prevents the Player Puppet from responding correctly when there is an animation_controller running or an Add-On running as well.
Player Puppet: can still be able to replicate what you hold in either your offhand or mainhand; and can wear armor as well. But cannot be able to do player animations such as eating, sprinting, swimming, walking, sneaking, etc.
Player: does not seem to be affected by this problem.
This happens when:
- Animation Controllers fail to work, or is either running in the background; and/or
- For an unknown reason
"Player Puppet"in-gamedoes notmoveproperlyto your actions due to (may or may not) animation_controllers.In-game "Player Puppet" does not function properly for an unknown reason
I am currently on the process of making an Add-on where for example every 60 seconds of in-game time will trigger an event. But I want to make it so that the player can only make this happen, whenever they want, meaning I have to place it in as a **component_group to only be active when needed.
Although the process works and continues to work, not until the first loop. As soon as I make the component_group named "lava_rises_every_minute" the component "minecraft:timer" only triggered once, and never again even the timer ends and fires the event.
Please take a look at the code.
I am currently on the process of making an Add-on where for example every 60 seconds of in-game time will trigger an event. But I want to make it so that the player can only make this happen, whenever they want, meaning I have to place it in as a **component_group to only be active when needed.
Please take a look at the code attached.
Detailed Information
Although the process works and continues to work, but not until the first loop. As soon as I trigger the component_group named "lava_rises_every_minute", the component "minecraft:timer" inside of it only triggered once, and never again – even when the timer ends and fires the event successfully.
I am currently on the process of making an Add-on where for example every 60 seconds of in-game time will trigger an event. But I want to make it so that the player can only make this happen, whenever they want, meaning I have to place it in as a
**component_group to only be active when needed.
Please take a look at the code attached.
Detailed Information
Although the process works and continues to work, but not until the first loop. As soon as I trigger the component_group named "
lava_rises_every_minute", the component "minecraft:timer" inside of it only triggered once, and never again – even when the timer ends and fires the event successfully.I am currently on the process of making an Add-on where for example every 60 seconds of in-game time will trigger an event. But I want to make it so that the player can only make this happen, whenever they want, meaning I have to place it in as a component_group to only be active when needed.
Please take a look at the code attached.
Detailed Information
Although the process works and continues to work, but not until the first loop. As soon as I trigger the component_group named "rise_lava_every_minute", the component "minecraft:timer" inside of it only triggered once, and never again – even when the timer ends and fires the event successfully.
I am currently on the process of making an Add-on where for example every 60 seconds of in-game time will trigger an event. But I want to make it so that the player can only make this happen, whenever they want, meaning I have to place it in as a component_group to only be active when needed.
Please take a look at the code attached.
Detailed Information
Although the process works and continues to work, but not until the first loop. As soon as I trigger the component_group named "rise_lava_every_minute", the component "minecraft:timer" inside of it only triggered once, and never again – even when the timer ends and fires the event successfully.
I am currently on the process of making an Add-on where for example every 60 seconds of in-game time will trigger an event. But I want to make it so that the player can only make this happen, whenever they want, meaning I have to place it in as a component_group to only be active when needed.
Please take a look at the code attached.
Detailed Information
Although the process works and continues to work, but not until the first loop. As soon as I trigger the component_group named "rise_lava_every_minute", the component "minecraft:timer" inside of it only triggered once, and never again – even when the timer ends and fires the event successfully. Oh, and by the way, I have the "looping" set to true.
Hello!
This bug prevents me from importing a Behavior Pack into the Realms. However, add-ons that include both Resource & Behavior Pack imports just fine.
Do not mind my expired Realms! As an add-on creator myself, I found that other players have trouble using this add-on on Realms as well.
To easily understand the situation, please watch the video I uploaded here
on Youtube since I can't attach it here. Otherwise, just please read more texts below. Thank you!Additional Information
This is an add-on designed to enhance multiplayer gameplay: only one-player is required to sleep in order to cycle through the day.
The pack does neither requires Experimental Gameplay and Education Edition, so it should work on Realms just fine.
Furthermore, once I go back and save the settings, the pack gets somehow deactivated– showing up a new pack with missing title, description, and pack icon textures.
Hello!
This bug prevents me from importing a Behavior Pack into the Realms. However, add-ons that include both Resource & Behavior Pack imports just fine.
Do not mind my expired Realms! As an add-on creator myself, I found that other players have trouble using this add-on on Realms as well.
To easily understand the situation, please watch the video I uploaded here on Youtube since I can't attach it here. Otherwise, just please read more texts below. Thank you!
Additional Information
This is an add-on designed to enhance multiplayer gameplay: only one-player is required to sleep in order to cycle through the day.
The pack neither requires Experimental Gameplay and Education Edition, so it should work on Realms just fine.
Furthermore, once I go back and save the settings, the pack gets somehow deactivated– showing up a new pack with missing title, description, and pack icon textures.
After the latest 1.18.10 update, for some reason NPC buttons have become broken in a way that's affecting gameplay when utilizing the NPC interact screen.
This particularly happens whenever you trigger the `/dialogue` command using the NPC button while the NPC screen is opened.
Steps to reproduce:
- Create a dialogue file that includes a button that will trigger a `/dialogue open` command redirecting to a different or the same dialogue
- Apply the dialogue file to an NPC entity nearby
- Open and run the dialogue to the NPC
- Press the specified button that's assigned to run the `/dialogue command
`- Will open
a new ofdialogue, but buttons will no longer work and become unresponsiveAfter the latest 1.18.10 update, for some reason NPC buttons have become broken in a way that's affecting gameplay when utilizing the NPC interact screen.
This particularly happens whenever you trigger the `/dialogue` command using the NPC button while the NPC screen is opened.
Steps to reproduce:
- Create a dialogue file that includes a button that will trigger a `/dialogue open` command redirecting to a different or the same dialogue
- Apply the dialogue file to an NPC entity nearby
- Open and run the dialogue to the NPC
- Press the specified button that's assigned to run the `/dialogue` command
- Will open that dialogue screen, but buttons on that will no longer work and become unresponsive
After the latest 1.18.10 update, for some reason NPC buttons have become broken in a way that's affecting gameplay when utilizing the NPC interact screen.
This particularly happens whenever you trigger the `/dialogue` command using the NPC button while the NPC screen is opened.
Steps to reproduce:
- Create a dialogue file that includes a button that will trigger a `/dialogue open` command redirecting to a different or the same dialogue
- Apply the dialogue file to an NPC entity nearby
- Open and run the dialogue to the NPC
- Press the specified button that's assigned to run the `/dialogue` command
- Will open that dialogue screen, but buttons on that will no longer work and become unresponsive
Additional information:
This issue seems to only occur in Creative mode. Right now what I do is to temporarily turn players into Survival first then return them back to Creative mode should needed.
Being able to click on students buttons while in Creative is quite vital as NPC Interact Screens can be modified to our liking and always display a pseudo-student screen indefinitely.
I believe this has been a bug since ages. But I haven't noticed it fixed nor might've been reported. As this is a bug that mainly affects content creators by the likes of me, I doubt it has become noticeable for just normal players:
In any case, when you place an `.mcstructure` file under the `BP/structures/...` it should be able to load fine using structure blocks or the `/structure` command. However, sometimes, I usually have to organize these structure should I find it necessary. So I put these `.mcstructure` files under sub-directories within the `BP/structures/` folder. And from what I've noticed,
`.mcstructure` files don't get parsed in-game when placed in a sub-directory.Path example:
Behavior Pack
- \manifest.json
- \pack_icon.png
- \structures (folder)
- \...\dog.mcstructure
- \...\cat.mcstructure
- \...\other\ (folder)
- \...\other\steve.mcstructure
- \...\other\alex.mcstructure
You might notice four sample structures in this path: `dog`, `cat`, `steve`, and `alex` assuming with the default namespace `mystructure`. In this case, you would expect that all four of them would load in-game. But only two of them will actually just get parsed, the latter being missing or ignored: Both the `dog` and `cat` structures are loaded but not `steve` and `alex` which are in a sub-directory `other`.
When both `steve` and `alex` structures gets added or parsed into the world once, I'll bet it's most likely saved on the world-side and not loaded what's from the behavior packs.
I believe this has been a bug since ages. But I haven't noticed it fixed nor might've been reported. As this is a bug that mainly affects content creators by the likes of me, I doubt it has become noticeable for just normal players:
In any case, when you place an `.mcstructure` file under the `BP/structures/...` it should be able to load it fine using structure blocks or the `/structure` command in-game. However, sometimes, I usually have to organize these structure should I find it necessary. So I put these `.mcstructure` files under sub-directories within the `BP/structures/` folder. And from what I've noticed, `.mcstructure` files don't get parsed in-game when placed in a sub-directory.
Path example:
Behavior Pack
- \manifest.json
- \pack_icon.png
- \structures (folder)
- \...\dog.mcstructure
- \...\cat.mcstructure
- \...\other\ (folder)
- \...\other\steve.mcstructure
- \...\other\alex.mcstructure
You might notice four sample structures in this path: `dog`, `cat`, `steve`, and `alex` assuming with the default namespace `mystructure`. In this case, you would expect that all four of them would load in-game. But only two of them will actually just get parsed, the latter being missing or ignored: Both the `dog` and `cat` structures are loaded but not `steve` and `alex` which are in a sub-directory `other`.
When both `steve` and `alex` structures gets added or parsed into the world once, I'll bet it's most likely saved on the world-side and not loaded what's from the behavior packs.
I believe this has been a bug since ages. But I haven't noticed it fixed nor might've been reported. As this is a bug that mainly affects content creators by the likes of me, I doubt it has become noticeable for just normal players:
In any case, when you place an `.mcstructure` file under the `BP/structures/...` it should be able to load it fine using structure blocks or the `/structure` command in-game. However, sometimes, I usually have to organize these structure should I find it necessary. So I put these `.mcstructure` files under sub-directories within the `BP/structures/` folder. And from what I've noticed, `.mcstructure` files don't get parsed in-game when placed in a sub-directory.
Path example:
Behavior Pack
- \manifest.json
- \pack_icon.png
- \structures (folder)
- \...\dog.mcstructure
- \...\cat.mcstructure
- \...\other\ (folder)
- \...\other\steve.mcstructure
- \...\other\alex.mcstructure
You might notice four sample structures in this path: `dog`, `cat`, `steve`, and `alex` assuming with the default namespace `mystructure`. In this case, you would expect that all four of them would load in-game. But only two of them will actually just get parsed, the latter being missing or ignored: Both the `dog` and `cat` structures are loaded but not `steve` and `alex` which are in a sub-directory `other`.
When both `steve` and `alex` structures gets added or parsed into the world once, I'll bet it's most likely saved or cached on the world-side and not loaded what's from the behavior packs. And this is a bit inconvenient, saying this as a content creator myself. At least, we should be able to load and differentiate what's a world-side structure and a behavior pack-side structure.
`minecraft:food` component used for items with the newer format version 1.16.100+ has a property called `saturation_modifier` in which is not working as intended.
On the official documentation, the property is documented as follows:
saturation_modifier
Saturation Modifier is used in this formula (nutrition * saturation_modifier * 2). Default value is 0.6.
Type: float
However, upon testing it does not seem to work as intended and seems to only accept predefined strings:
- "poor";
- "low";
- "normal";
- "high";
- "good";
- "max"; and
- "supernatural"
This format was originally used in the older format version 1.10. In addition, I already have necessary "Experiments" toggled enabled so that the game would (hopefully) parse 1.16.100+ format version items in properly.
Content log errors
// if the "saturation_value" specified was a float (e.g. 0.6):
[Json][error]-upgrade items/cook/tasty_food_1.json | minecraft:item | components | minecraft:food | saturation modifier field in food item component was not a string
// if the "saturation_value" specified as a string (e.g. "0.6"):
[Json][error]-upgrade items/cook/tasty_food_1.json | minecraft:item | components | minecraft:food | unknown saturation_modifier type '0.6' in food component, defaulted to 0.6
`minecraft:food` component used for items with the newer format version 1.16.100+ has a property called `saturation_modifier` in which is not working as intended.
On the official documentation, the property is documented as follows:
saturation_modifier
Saturation Modifier is used in this formula (nutrition * saturation_modifier * 2). Default value is set to 0.6.
Minimum value: 0.00
Type: float
However, upon testing it does not seem to work as intended and seems to only accept predefined strings:
- "poor";
- "low";
- "normal";
- "high";
- "good";
- "max"; and
- "supernatural"
This format was originally used in the older format version 1.10. In addition, I already have necessary "Experiments" toggled enabled so that the game would (hopefully) parse 1.16.100+ format version items in properly.
Repro steps
- Download the attached addon file and import it to a new world
- Get the content log error and item will not parse the `saturation_modifier` properly
- You may edit the file (BP/items/cook/tasty_food_1.json) and change the value to either any float value and it will not work as documented.
Content log errors
// if the "saturation_value" specified was a float (e.g. 0.6):
[Json][error]-upgrade items/cook/tasty_food_1.json | minecraft:item | components | minecraft:food | saturation modifier field in food item component was not a string
// if the "saturation_value" specified as a string (e.g. "0.6"):
[Json][error]-upgrade items/cook/tasty_food_1.json | minecraft:item | components | minecraft:food | unknown saturation_modifier type '0.6' in food component, defaulted to 0.6





@Thomas Prindeville
It's from the same 'category' nonetheless.
This issue seems to have been fixed by itself. I just restarted the game. If the issue persists, I'll just send an update to this bug report.
Thank you!
The issue seems to happen only when I join/open a world or server/realm, and then force closing the game.
I will keep on testing to provide more accurate report whenever possible.
You can disable "Content Log GUI" under the "Profiles" section from the in-game settings.
Recently checked the beta's changelog. Seems like it was fixed for the beta, but not for the current stable release.
My game is also stuck but at 46%. I promise you I have tried the following common/basic troubleshooting steps:
And I can assure you that this never happened to me yesterday, or even the day before. Somehow, just all of the sudden, today the game no longer properly loads.
Additionally, the game loads just fine on any other versions – like the Beta for instance. I've tried installing the Beta and it was able to load the game just fine, not the stable version.
Platform: Android 11
Game version: 1.17.11 (stable release)
I have the same issue here. I'm on Android 11. This never happened before on my end, all of the sudden it just got stuck on the loading screen at 46%. Beta seems to load fine though, but not the current stable release. I hope they fix this ASAP.
Added additional information
This couldn't have been more obvious. Though on my defense, that's still a quite confusing one. Having the very first sub-directory deep to be the namespace. I thought you can change namespace by referring it on the filename itself (e.g. `test:steve.mcstructure`). Nevertheless, thanks for pointing that out.
Edit: `:` is not even supported on filenames anyway. So yeah.
Works on 1.19.0.20 Beta / 1.19.0.21 Preview. Hopefully will get it's way through stable versions ASAP. 🙏
I have attached the file. Please take a look into it! Thank you.
To whom it may concern: this may be presumptuous to say, but have you guys not played the game and have at least messed with it's features - like Redstone mechanics? Of course it's still a bug and it still exists because you guys haven't fixed it! We do not need to spoon-feed everything for such a simple report in particular, but sure be my guest then.
Steps to Reproduce:
Observed Results:
It looks laggy and doesn't mimic the smoothness of the piston block movement similar to that of the Java Edition.
Expected Results:
Piston block movement should be smooth and is pleasing to look at, as gameplay overall more matches to that of the Java Edition.
Affected Versions: Bedrock Edition 1.17.x, 1.18.x, 1.19.x Preview and Beta
Seems like the `@initiator` selector when used on NPC no longer works with the pack's `min_engine_version` set to `1.19.50`. It introduced the new execute commands, but somehow had affected `@initiator` selector.