I've just come across having an item stuck in a sign, I assume it's the same issue.
The situation:
MC 1.4.2 vanilla
I have a custom mob spawner set to spawn items in a SpawnRange of 1, with MaxNearbyEntities 1.
I want to avoid using the item->Pos coordinates to place the item where I want it, as I need to copy the system a lot. Editing the item it spawns is easy, the position is more of a hassle.
Simply filling up the area where I don't want the item to spawn will fail often (1/2 or something), the item getting stuck in the blocks, having to dig to get it out. (the bug reported here)
So, I'm using water to move the item to the block I want it in, having water flow first above the spawner, and then down and under the spawner, to pick up items that may spawn on top of the spawner block.
Occasionally (1/50 or something), an item spawns seemingly inside one of the signs that hold up the water. It just floats where the sign is instead of falling into the water, preventing it to be sent to the player and also preventing a new item spawning. Effectively the system fails until the stuck item despawns.
It can be picked up by being near the sign, but I cannot allow the player into the spawning area.
If needed I can provide screenshot(s) and/or a .schematic file.
PS: Application is for an adventure map: it's a shop where you can buy gear with xp. I'd use command blocks with give, but I can't use enchantments and names that way.
For now I'll stick with the 1/50 chance of failure, and I'll use the Item->Age property to make the items despawn after 1 minute instead of 5.
This is intended, the pick-block action does not work if it would override a tool. Either free up a space on your hotbar or select a non-tool item and try again.
This is to prevent you accidentally destroying items not easily replaced, like enchanted tools. I've destroyed quite a few maps like this myself :$
Ah! That explains why my custom-mob-spawner-spawned-zombies drop broken swords and completely ignore the damage value :$
Perhaps a better behaviour would be to only select a random durability if the damage value is undefined?
(Similarly, perhaps the villager profession from custom mob spawners could also be random if undefined) puppy eyes
I'm building an adventure map and using teleports in command blocks to get around. As the chunk loads, the item frame loads perfectly fine, long after the chunk it is in has loaded, or not at all.
I've noticed this issue while testing out the PRE, I have not yet come across it on 1.4.2 but haven't tried either. As SniperPwner has experienced the issue on the most recent version , but I don't think he describes it very clearly, I'll add my description.
I'm using "teleport pads": a block with a pressure plate, that powers a command block with a say command (say Teleported to Old Newbridge: @a[ <coordinates of pressure pad>,r=2 ]) first, and then another command block with the actual teleport command. (tp @a[ <coordinates of pressure pad>,r=2 ] <coordinates of destination> )
I'm using @a and not @p because should 2 players get on the pad, I want both of them to be teleported, despite only having one redstone pulse.
When alone and testing these, everything works as expected.
When testing with a friend, we noticed the following:
I use the teleport pad, get teleported as expected. Message: "Teleported to Old Newbridge: Thoronwen"
A few seconds later, my friend also uses the teleport pad. Now, both of us get teleported to the destination, despite me not being within @a[ <coordinates of pressure pad>,r=2 ]. Message: "Teleported to Old Newbridge: ElanFromRSR and Thoronwen"
I'm not sure if it matters, but the destination was far (-250,100ish to 10000,-10000ish) from the teleport pad: the chunks would not have been loaded.
My guess is that the coordinates of the player that was teleported first somehow "linger" in the @a[ <coordinates of pressure pad>,r=2 ] area, even though the player has teleported out.
As the message is also affected, this would be a problem with @a, not with the tp command.
EDIT: Oh, and as the second player was in the area when the pad was used the first time, it would not have been stuck in the powered position (and if it was it wouldn't have triggered a second time)
In his video the piston pushing items up is triggered before the item is completely on the pressure plate. Is it possible your version simply does not trigger fast enough?
What would be ideal imo is a gamerule for blocks that are breakable and one for blocks that are placable. Rather then the value being true/false, it would be a list of block ids. The rules could be added with an NBTeditor or with a command like "/gamerule PlacableBlocks add <id>" and "/gamerule BreakableBlocks remove <id>".
These gamerules would only apply to players in adventure mode.
This way the map creator could set (for example) that torches may be placed and broken, leaves may be broken and buttons may be placed.
As I posted in MC-2367, I think the best solution would be to have gamerule for blocks that are breakable and one for blocks that are placable. Rather then the value being true/false, it would be a list of block ids. The rules could be added with an NBTeditor or with a command like "/gamerule PlacableBlocks add <id>" and "/gamerule BreakableBlocks remove <id>".
These gamerules would only apply to players in adventure mode.
This way the map creator could set (for example) that torches may be placed and broken, leaves may be broken and buttons may be placed.
Yes, this is quite an annoying little bug.
I've just come across having an item stuck in a sign, I assume it's the same issue.
The situation:
I want to avoid using the item->Pos coordinates to place the item where I want it, as I need to copy the system a lot. Editing the item it spawns is easy, the position is more of a hassle.
It can be picked up by being near the sign, but I cannot allow the player into the spawning area.
If needed I can provide screenshot(s) and/or a .schematic file.
PS: Application is for an adventure map: it's a shop where you can buy gear with xp. I'd use command blocks with give, but I can't use enchantments and names that way.
For now I'll stick with the 1/50 chance of failure, and I'll use the Item->Age property to make the items despawn after 1 minute instead of 5.
This is intended, the pick-block action does not work if it would override a tool. Either free up a space on your hotbar or select a non-tool item and try again.
This is to prevent you accidentally destroying items not easily replaced, like enchanted tools. I've destroyed quite a few maps like this myself :$
Ah! That explains why my custom-mob-spawner-spawned-zombies drop broken swords and completely ignore the damage value :$
Perhaps a better behaviour would be to only select a random durability if the damage value is undefined?
(Similarly, perhaps the villager profession from custom mob spawners could also be random if undefined) puppy eyes
You could also use the item frames to give players items/maps in adventure mode, so it has its uses. Perhaps a gamerule could be made to toggle this?
Sounds like the shift key may be stuck.
As described in the comments @ https://mojang.atlassian.net/browse/MC-15?focusedCommentId=13877&page=com.atlassian.jira.plugin.system.issuetabpanels:comment-tabpanel#comment-13877
schematic described in https://mojang.atlassian.net/browse/MC-15?focusedCommentId=13877&page=com.atlassian.jira.plugin.system.issuetabpanels:comment-tabpanel#comment-13877
(use mcedit to open)
I can confirm this also.
I'm building an adventure map and using teleports in command blocks to get around. As the chunk loads, the item frame loads perfectly fine, long after the chunk it is in has loaded, or not at all.
..And in command blocks I couldn't even paste it
(The pasted line just showed up without the §)
I've noticed this issue while testing out the PRE, I have not yet come across it on 1.4.2 but haven't tried either. As SniperPwner has experienced the issue on the most recent version
, but I don't think he describes it very clearly, I'll add my description.
I'm using "teleport pads": a block with a pressure plate, that powers a command block with a say command (say Teleported to Old Newbridge: @a[ <coordinates of pressure pad>,r=2 ]) first, and then another command block with the actual teleport command. (tp @a[ <coordinates of pressure pad>,r=2 ] <coordinates of destination> )
I'm using @a and not @p because should 2 players get on the pad, I want both of them to be teleported, despite only having one redstone pulse.
When alone and testing these, everything works as expected.
When testing with a friend, we noticed the following:
I'm not sure if it matters, but the destination was far (-250,100ish to 10000,-10000ish) from the teleport pad: the chunks would not have been loaded.
My guess is that the coordinates of the player that was teleported first somehow "linger" in the @a[ <coordinates of pressure pad>,r=2 ] area, even though the player has teleported out.
As the message is also affected, this would be a problem with @a, not with the tp command.
EDIT: Oh, and as the second player was in the area when the pad was used the first time, it would not have been stuck in the powered position (and if it was it wouldn't have triggered a second time)
Sadface. TO THE NBT EDITOR!
Possibly fixed along with
MC-15?If not, related to the spawning-in-sign thing I described over there.
Gravel areas are actually a common feature in the nether, are you sure there wasn't any soulsand elsewhere?
As Kiilek said, 0.5 is added to x and z.
-95 66 120 will teleport you to -94.5 66 120.5
95 66 120 will teleport you to 95.5 66 120.5
You should always end up in the middle of a square, not on the exact coordinates you entered.
In his video the piston pushing items up is triggered before the item is completely on the pressure plate. Is it possible your version simply does not trigger fast enough?
Hm.. Does it involve using a stack of empty buckets and a full inventory?
What would be ideal imo is a gamerule for blocks that are breakable and one for blocks that are placable. Rather then the value being true/false, it would be a list of block ids. The rules could be added with an NBTeditor or with a command like "/gamerule PlacableBlocks add <id>" and "/gamerule BreakableBlocks remove <id>".
These gamerules would only apply to players in adventure mode.
This way the map creator could set (for example) that torches may be placed and broken, leaves may be broken and buttons may be placed.
There are separate textures for cocoa beans normally and those being hit, so I'd say it's intentional.
Is indeed duplicate, sorry. Must've missed it.
The unhittable thing wasn't mentioned in the other reports though. I hope it's fixed as well
As I posted in
MC-2367, I think the best solution would be to have gamerule for blocks that are breakable and one for blocks that are placable. Rather then the value being true/false, it would be a list of block ids. The rules could be added with an NBTeditor or with a command like "/gamerule PlacableBlocks add <id>" and "/gamerule BreakableBlocks remove <id>".These gamerules would only apply to players in adventure mode.
This way the map creator could set (for example) that torches may be placed and broken, leaves may be broken and buttons may be placed.
The tool solution is not flexible enough imo.
The gamerule would only apply to those in adventure mode - you could still have builders in creative (or survival if you wanted to for some reason)
Hoppers that are deactivated by a redstone charge also bounce items around.