Scrydan
- scrydan
- scrydan
- Europe/Stockholm
- Yes
- No
The issue I believe is almost similar to Health Boost resetting player health instead of "maintaining existing", in other words the regen counter resets to 0 so no healing can take place. Since it is applied each tick, the code resets unless it is fast enough (Regen 5).
How to reproduce:
- 1) Make a gamerule loop point to a looping function, like loop:loop. (/loop/loop.mcfunction)
- 2) Create a secondary looping function and point to this function from loop:loop to contain all effect "cheats" like loop:cheat_loop. (optional, you could do this from main loop:loop)
- 3) Add the line (could target anyone, even the player): effect @e[type=wolf] minecraft:regeneration 1 1 true
Regeneration
1-4 does not work for above. However, 5 does.
When applied normally through a non-per-tick method, it works as expected.The issue I believe is almost similar to Health Boost resetting player health instead of "maintaining existing", in other words the regen counter resets to 0 so no healing can take place. Since it is applied each tick, the code resets unless it is fast enough (Regen 5).
How to reproduce:
- 1) Make a gamerule loop point to a looping function, like loop:loop. (/loop/loop.mcfunction)
- 2) Create a secondary looping function and point to this function from loop:loop to contain all effect "cheats" like loop:cheat_loop. (optional, you could do this from main loop:loop)
- 3) Add the line (could target anyone, even the player): effect @e[type=wolf] minecraft:regeneration 1 1 true
Regeneration 0-4 (1-5) does not work for above. However, 5 does (6).
When applied normally through a non-per-tick method, it works as expected.
The issue I believe is almost similar to Health Boost resetting player health instead of "maintaining existing", in other words the regen counter resets to 0 so no healing can take place. Since it is applied each tick, the code resets unless it is fast enough (Regen 5).
How to reproduce:
1)Make a gamerule loop point to a looping function, like loop:loop. (/loop/loop.mcfunction)2)Create a secondary looping function and point to this function from loop:loop to contain all effect "cheats" like loop:cheat_loop. (optional, you could do this from main loop:loop)3)Add the line (could target anyone, even the player): effect @e[type=wolf] minecraft:regeneration 1 1 trueRegeneration 0-4 (1-5) does not work for above. However, 5 does (6).
When applied normally through a non-per-tick method, it works as expected.
In each of the above versions, starting in 17w47a, structures like the Woodland Mansion don't generate properly due to named ids being changed because of the flattening. The screen shots above show the majority of the structure missing seems to be planks and logs.
I haven't checked other structures yet but I will assume this affects all structures and that i
s bug iscaused by the change.Can't seem to find any structure bug reports or mansion reports (at least of the specific nature) that touch on this. And it has been around since 17w47a. (The "flattening")
Temp workaround until fix is to use datapacks with fixed block ids.
In each of the above versions, starting in 17w47a, structures like the Woodland Mansion don't generate properly due to named ids being changed because of the flattening. The screen shots above show the majority of the structure missing seems to be planks and logs.
I haven't checked other structures yet but I will assume this affects all structures and that it is a bug caused by the change.
Can't seem to find any structure bug reports or mansion reports (at least of the specific nature) that touch on this. And it has been around since 17w47a. (The "flattening")
Temp workaround until fix is to use datapacks with fixed block ids.




I can confirm with the above. Having a profile that sets custom resolution will have the snapshot instantly crash. And only for the snapshots of 1.13. 1.12 and the like are unaffected so this was recently introduced.
Guess for now the solution is to turn it off. (hopefully fixed soon!)
Happy it wasn't related to my recent moving of files around. (since snapshots are stored in a different area than release)
As something that I noticed while testing this bug, you CAN escape this without relogging.
If you teleport enough times, like with this: /tp @p @e[sort=random,limit=1]
Then you aren't stuck.
However, you will then end up in a situation like World Gen Bug.mp4
where you only see parts loaded. I hope this helps in identifying things.
Edit: It does eventually fix itself after 10 more minutes of testing. I eventually teleported to spawn and everything was loaded properly.