Void_Concept
- Void_Concept
- void_concept
- America/Los_Angeles
- Yes
- No
When you spawn in a villager with no "Count" tag in buy/buyB, you are able to trade with that villager without costing anything. You will need to put the item in the trade slots, but when completing the trade, the items aren't taken.
It seems the "Count" tag is defaulting to 0, although it should really be defaulting to 1. Mods reading this, if you flag it as "working as intended" I understand since spawning in a villager with a "Count:0" tag results in the same thing.
Anyways, here is the commands I used to test this. You will need to put them into a command block:
buy and buyB default Count as 0
/summon Villager ~ ~1 ~ {Profession:0,CustomName:Farmer,CustomNameVisible:10,ActiveEffects:[{Id:11,Amplifier:4,Duration:1,Ambient:1}],Offers:{Recipes:[{buy:{id:38},buyB:{id:371},sell:{id:373,Count:1,Damage:8257,tag:{display:{Name:"Regeneration"}}},maxUses:10,uses:0},{buy:{id:7,Count:0,Damage:0,tag:{display:{Name:"No More Trades"}}},sell:{id:7,Count:0,Damage:0,tag:{display:{Name:"No More Trades"}}},maxUses:0,uses:0}]}}{/code} buyB tag explicitly has Count as 0/summon Villager ~ ~1 ~ {Profession:0,CustomName:Farmer,CustomNameVisible:10,ActiveEffects:[
{Id:11,Amplifier:4,Duration:1,Ambient:1}],Offers:{Recipes:[{buy:
{id:38},buyB:
{id:371,Count:0},sell:{id:373,Count:1,Damage:8257,tag:{display:
{Name:"Regeneration"}}},maxUses:10,uses:0},{buy:{id:7,Count:0,Damage:0,tag:{display:
{Name:"No More Trades"}}},sell:{id:7,Count:0,Damage:0,tag:{display:
{Name:"No More Trades"}}},maxUses:0,uses:0}]}}
{/code}When you spawn in a villager with no "Count" tag in buy/buyB, you are able to trade with that villager without costing anything. You will need to put the item in the trade slots, but when completing the trade, the items aren't taken.
It seems the "Count" tag is defaulting to 0, although it should really be defaulting to 1. Mods reading this, if you flag it as "working as intended" I understand since spawning in a villager with a "Count:0" tag results in the same thing.
Anyways, here is the commands I used to test this. You will need to put them into a command block:
buy and buyB default Count as 0
/summon Villager ~ ~1 ~ {Profession:0,CustomName:Farmer,CustomNameVisible:10,ActiveEffects:[{Id:11,Amplifier:4,Duration:1,Ambient:1}],Offers:{Recipes:[{buy:{id:38},buyB:{id:371},sell:{id:373,Count:1,Damage:8257,tag:{display:{Name:"Regeneration"}}},maxUses:10,uses:0},{buy:{id:7,Count:0,Damage:0,tag:{display:{Name:"No More Trades"}}},sell:{id:7,Count:0,Damage:0,tag:{display:{Name:"No More Trades"}}},maxUses:0,uses:0}]}}buyB tag explicitly has Count as 0
/summon Villager ~ ~1 ~ {Profession:0,CustomName:Farmer,CustomNameVisible:10,ActiveEffects:[{Id:11,Amplifier:4,Duration:1,Ambient:1}],Offers:{Recipes:[{buy:{id:38},buyB:{id:371,Count:0},sell:{id:373,Count:1,Damage:8257,tag:{display:{Name:"Regeneration"}}},maxUses:10,uses:0},{buy:{id:7,Count:0,Damage:0,tag:{display:{Name:"No More Trades"}}},sell:{id:7,Count:0,Damage:0,tag:{display:{Name:"No More Trades"}}},maxUses:0,uses:0}]}}
When you spawn in a villager with no "Count" tag in buy/buyB, you are able to trade with that villager without costing anything. You will need to put the item in the trade slots, but when completing the trade, the items aren't taken.
It seems the "Count" tag is defaulting to 0, although it should really be defaulting to 1. Mods reading this, if you flag it as "working as intended" I understand since spawning in a villager with a "Count:0" tag results in the same thing.
Anyways, here is the commands I used to test this. You will need to put them into a command block:
buy and buyB default Count as 0
/summon Villager ~ ~1 ~ {Profession:0,CustomName:Farmer,CustomNameVisible:10,ActiveEffects:[{Id:11,Amplifier:4,Duration:1,Ambient:1}],Offers:{Recipes:[{buy:{id:38},buyB:{id:371},sell:{id:373,Count:1,Damage:8257,tag:{display:{Name:"Regeneration"}}},maxUses:10,uses:0},{buy:{id:7,Count:0,Damage:0,tag:{display:{Name:"No More Trades"}}},sell:{id:7,Count:0,Damage:0,tag:{display:{Name:"No More Trades"}}},maxUses:0,uses:0}]}}buyB tag explicitly has Count as 0
/summon Villager ~ ~1 ~{Profession:0,CustomName:Farmer,CustomNameVisible:10,ActiveEffects:[{Id:11,Amplifier:4,Duration:1,Ambient:1}],Offers:{Recipes:[{buy:{id:38},buyB:{id:371,Count:0},sell:{id:373,Count:1,Damage:8257,tag:{display:{Name:"Regeneration"}}},maxUses:10,uses:0},{buy:{id:7,Count:0,Damage:0,tag:{display:{Name:"No More Trades"}}},sell:{id:7,Count:0,Damage:0,tag:{display:{Name:"No More Trades"}}},maxUses:0,uses:0}]}}
When you spawn in a villager with no "Count" tag in buy/buyB, you are able to trade with that villager without costing anything. You will need to put the item in the trade slots, but when completing the trade, the items aren't taken.
It seems the "Count" tag is defaulting to 0, although it should really be defaulting to 1. Mods reading this, if you flag it as "working as intended" I understand since spawning in a villager with a "Count:0" tag results in the same thing.
Anyways, here is the commands I used to test this. You will need to put them into a command block:
buy and buyB default Count as 0
/summon Villager ~ ~1 ~ {Profession:0,CustomName:Farmer,CustomNameVisible:10,ActiveEffects:[{Id:11,Amplifier:4,Duration:1,Ambient:1}],Offers:{Recipes:[{buy:{id:38},buyB:{id:371},sell:{id:373,Count:1,Damage:8257,tag:{display:{Name:"Regeneration"}}},maxUses:10,uses:0},{buy:{id:7,Count:0,Damage:0,tag:{display:{Name:"No More Trades"}}},sell:{id:7,Count:0,Damage:0,tag:{display:{Name:"No More Trades"}}},maxUses:0,uses:0}]}}buyB tag explicitly has Count as 0
/summon Villager ~ ~1 ~ {Profession:0,CustomName:Farmer,CustomNameVisible:10,ActiveEffects:[{Id:11,Amplifier:4,Duration:1,Ambient:1}],Offers:{Recipes:[{buy:{id:38},buyB:{id:371,Count:0},sell:{id:373,Count:1,Damage:8257,tag:{display:{Name:"Regeneration"}}},maxUses:10,uses:0},{buy:{id:7,Count:0,Damage:0,tag:{display:{Name:"No More Trades"}}},sell:{id:7,Count:0,Damage:0,tag:{display:{Name:"No More Trades"}}},maxUses:0,uses:0}]}}
When you spawn in a villager with no "Count" tag in buy/buyB, you are able to trade with that villager without costing anything. You will need to put the item in the trade slots, but when completing the trade, the items aren't taken.
It seems the "Count" tag is defaulting to 0, although it should really be defaulting to 1. Mods reading this, if you flag it as "working as intended" I understand since spawning in a villager with a "Count:0" tag results in the same thing.
Anyways, here is the commands I used to test this. You will need to put them into a command block:
buy and buyB default Count as 0
/summon Villager ~ ~1 ~ {Offers:{Recipes:[{buy:{id:38},buyB:{id:371},sell:{id:373,Count:1,Damage:8257,tag:{display:{Name:"Regeneration"}}},maxUses:10,uses:0},{buy:{id:7,Count:0,Damage:0,tag:{display:{Name:"No More Trades"}}},sell:{id:7,Count:0,Damage:0,tag:{display:{Name:"No More Trades"}}},maxUses:0,uses:0}]}}buyB tag explicitly has Count as 0
/summon Villager ~ ~1 ~ {Offers:{Recipes:[{buy:{id:38},buyB:{id:371,Count:0},sell:{id:373,Count:1,Damage:8257,tag:{display:{Name:"Regeneration"}}},maxUses:10,uses:0},{buy:{id:7,Count:0,Damage:0,tag:{display:{Name:"No More Trades"}}},sell:{id:7,Count:0,Damage:0,tag:{display:{Name:"No More Trades"}}},maxUses:0,uses:0}]}}EDIT AS OF 13w03b:
The trade is
When you spawn in a villager with no "Count" tag in buy/buyB, you are able to trade with that villager without costing anything. You will need to put the item in the trade slots, but when completing the trade, the items aren't taken.
It seems the "Count" tag is defaulting to 0, although it should really be defaulting to 1. Mods reading this, if you flag it as "working as intended" I understand since spawning in a villager with a "Count:0" tag results in the same thing.
Anyways, here is the commands I used to test this. You will need to put them into a command block:
buy and buyB default Count as 0
/summon Villager ~ ~1 ~ {Offers:{Recipes:[{buy:{id:38},buyB:{id:371},sell:{id:373,Count:1,Damage:8257,tag:{display:{Name:"Regeneration"}}},maxUses:10,uses:0},{buy:{id:7,Count:0,Damage:0,tag:{display:{Name:"No More Trades"}}},sell:{id:7,Count:0,Damage:0,tag:{display:{Name:"No More Trades"}}},maxUses:0,uses:0}]}}buyB tag explicitly has Count as 0
/summon Villager ~ ~1 ~ {Offers:{Recipes:[{buy:{id:38},buyB:{id:371,Count:0},sell:{id:373,Count:1,Damage:8257,tag:{display:{Name:"Regeneration"}}},maxUses:10,uses:0},{buy:{id:7,Count:0,Damage:0,tag:{display:{Name:"No More Trades"}}},sell:{id:7,Count:0,Damage:0,tag:{display:{Name:"No More Trades"}}},maxUses:0,uses:0}]}}EDIT AS OF 13w03b:
The trade is
When you spawn in a villager with no "Count" tag in buy/buyB, you are able to trade with that villager without costing anything. You will need to put the item in the trade slots, but when completing the trade, the items aren't taken.
It seems the "Count" tag is defaulting to 0, although it should really be defaulting to 1. Mods reading this, if you flag it as "working as intended" I understand since spawning in a villager with a "Count:0" tag results in the same thing.
Anyways, here is the commands I used to test this. You will need to put them into a command block:
buy and buyB default Count as 0
/summon Villager ~ ~1 ~ {Offers:{Recipes:[{buy:{id:38},buyB:{id:371},sell:{id:373,Count:1,Damage:8257,tag:{display:{Name:"Regeneration"}}},maxUses:10,uses:0},{buy:{id:7,Count:0,Damage:0,tag:{display:{Name:"No More Trades"}}},sell:{id:7,Count:0,Damage:0,tag:{display:{Name:"No More Trades"}}},maxUses:0,uses:0}]}}buyB tag explicitly has Count as 0
/summon Villager ~ ~1 ~ {Offers:{Recipes:[{buy:{id:38},buyB:{id:371,Count:0},sell:{id:373,Count:1,Damage:8257,tag:{display:{Name:"Regeneration"}}},maxUses:10,uses:0},{buy:{id:7,Count:0,Damage:0,tag:{display:{Name:"No More Trades"}}},sell:{id:7,Count:0,Damage:0,tag:{display:{Name:"No More Trades"}}},maxUses:0,uses:0}]}}EDIT AS OF 13w03b:
Now it allows the trade, doesn't eat the item, but the item that it gives is a ghost item. When updated, the item just disappears. I have the villager trading a potion and it just disappears when you try to drink it. I've also tried giving the potion a count tag of 1 and the same thing happens.It does count as a trade; the villager eventually won't give any more trades and give xp for each trade done, but really there is nothing happening except that free xp and new trades.
When you spawn in a villager with no "Count" tag in buy/buyB, you are able to trade with that villager without costing anything. You will need to put the item in the trade slots, but when completing the trade, the items aren't taken.
It seems the "Count" tag is defaulting to 0, although it should really be defaulting to 1. Mods reading this, if you flag it as "working as intended" I understand since spawning in a villager with a "Count:0" tag results in the same thing.
Anyways, here is the commands I used to test this. You will need to put them into a command block:
buy and buyB default Count as 0
/summon Villager ~ ~1 ~ {Offers:{Recipes:[{buy:{id:38},buyB:{id:371},sell:{id:373,Count:1,Damage:8257,tag:{display:{Name:"Regeneration"}}},maxUses:10,uses:0},{buy:{id:7,Count:0,Damage:0,tag:{display:{Name:"No More Trades"}}},sell:{id:7,Count:0,Damage:0,tag:{display:{Name:"No More Trades"}}},maxUses:0,uses:0}]}}buyB tag explicitly has Count as 0
/summon Villager ~ ~1 ~ {Offers:{Recipes:[{buy:{id:38},buyB:{id:371,Count:0},sell:{id:373,Count:1,Damage:8257,tag:{display:{Name:"Regeneration"}}},maxUses:10,uses:0},{buy:{id:7,Count:0,Damage:0,tag:{display:{Name:"No More Trades"}}},sell:{id:7,Count:0,Damage:0,tag:{display:{Name:"No More Trades"}}},maxUses:0,uses:0}]}}EDIT AS OF 13w03b:
Now it allows the trade, doesn't eat the item, but the item that it gives is a ghost item. When updated, the item just disappears. I have the villager trading a potion and it just disappears when you try to drink it.I've also tried giving the potion a count tag of 1 and the same thing happens.I
t does count as a trade; the villager eventually won't give any more trades and give xp for each trade done, but really there is nothing happening except that free xp and new trades.When you spawn in a villager with no "Count" tag in buy/buyB, you are able to trade with that villager without costing anything. You will need to put the item in the trade slots, but when completing the trade, the items aren't taken.
It seems the "Count" tag is defaulting to 0, although it should really be defaulting to 1. Mods reading this, if you flag it as "working as intended" I understand since spawning in a villager with a "Count:0" tag results in the same thing.
Anyways, here is the commands I used to test this. You will need to put them into a command block:
buy and buyB default Count as 0
/summon Villager ~ ~1 ~ {Offers:{Recipes:[{buy:{id:38},buyB:{id:371},sell:{id:373,Count:1,Damage:8257,tag:{display:{Name:"Regeneration"}}},maxUses:10,uses:0},{buy:{id:7,Count:0,Damage:0,tag:{display:{Name:"No More Trades"}}},sell:{id:7,Count:0,Damage:0,tag:{display:{Name:"No More Trades"}}},maxUses:0,uses:0}]}}buyB tag explicitly has Count as 0
/summon Villager ~ ~1 ~ {Offers:{Recipes:[{buy:{id:38},buyB:{id:371,Count:0},sell:{id:373,Count:1,Damage:8257,tag:{display:{Name:"Regeneration"}}},maxUses:10,uses:0},{buy:{id:7,Count:0,Damage:0,tag:{display:{Name:"No More Trades"}}},sell:{id:7,Count:0,Damage:0,tag:{display:{Name:"No More Trades"}}},maxUses:0,uses:0}]}}EDIT AS OF 13w03b:
Now it allows the trade, doesn't eat the item, but the item that it gives is a ghost item. When updated, the item just disappears. I have the villager trading a potion and it just disappears when you try to drink it.I've also tried giving the potion a count tag of 1 and the same thing happens. (if I could figure out how to cross through this I would): I put the count in the wrong place when testing this. If there is a Count:1 in the correct place in the sell tag, the item is a real item. Otherwise, it is a ghost item. This is a similar thing as the buy tag.
It does count as a trade; the villager eventually won't give any more trades and give xp for each trade done, but really there is nothing happening except that free xp and new trades.
I'm making a custom villager for a map, but he was giving naturally spawned trades when I did a trade, so I gave him a Career tag of 20. 20 is most definitely an invalid career, but I just expected it would see that career and not try to update the trades. CareerLevel was at 30 (and in the fixed Villager, that works fine).
Just having a villager with this tag doesn't hurt anything, but when I tried to trade with him the world crashed.
Here is the command I used to summon the villager:
[code] /summon Villager ~ ~1 ~ {Profession:1,CustomName:3Traiborne,CustomNameVisible:10,Career:1,CareerLevel:10,ActiveEffects:[
{Id:11,Amplifier:4,Duration:1000000,Ambient:1,ShowParticles:0}],Offers:{Recipes:[{buy:
{id:"minecraft:diamond",Count:1,Damage:0},buyB:
{id:"minecraft:emerald",Count:1,Damage:0},sell:{id:"minecraft:potion",Count:1,Damage:8194,tag:{CustomPotionEffects:[
{Id:1,Amplifier:2,Duration:2400}]}},maxUses:1000,uses:0},{buy:
{id:"minecraft:diamond",Count:5,Damage:0},sell:{id:"minecraft:potion",Count:1,Damage:8196,tag:{CustomPotionEffects:[
{Id:8,Amplifier:1,Duration:2400}]}},maxUses:1000,uses:0},{buy:{id:155,Count:0,Damage:1,tag:{display:
{Name:"Sorry!"}}},sell:{id:155,Count:0,Damage:1,tag:{display:
{Name:"No More Trades!"}}},maxUses:0,uses:0}]}} [
\code]And I have a better formatted one attached.
I'm making a custom villager for a map, but he was giving naturally spawned trades when I did a trade, so I gave him a Career tag of 20. 20 is most definitely an invalid career, but I just expected it would see that career and not try to update the trades. CareerLevel was at 30 (and in the fixed Villager, that works fine).
Just having a villager with this tag doesn't hurt anything, but when I tried to trade with him the world crashed.
Here is the command I used to summon the villager:
[code] /summon Villager ~ ~1 ~ {Profession:1,CustomName:3Traiborne,CustomNameVisible:10,Career:1,CareerLevel:10,ActiveEffects:[
{Id:11,Amplifier:4,Duration:1000000,Ambient:1,ShowParticles:0}],Offers:{Recipes:[{buy:
{id:"minecraft:diamond",Count:1,Damage:0},buyB:
{id:"minecraft:emerald",Count:1,Damage:0},sell:{id:"minecraft:potion",Count:1,Damage:8194,tag:{CustomPotionEffects:[
{Id:1,Amplifier:2,Duration:2400}]}},maxUses:1000,uses:0},{buy:
{id:"minecraft:diamond",Count:5,Damage:0},sell:{id:"minecraft:potion",Count:1,Damage:8196,tag:{CustomPotionEffects:[
{Id:8,Amplifier:1,Duration:2400}]}},maxUses:1000,uses:0},{buy:{id:155,Count:0,Damage:1,tag:{display:
{Name:"Sorry!"}}},sell:{id:155,Count:0,Damage:1,tag:{display:
{Name:"No More Trades!"}}},maxUses:0,uses:0}]}} [/code]
And I have a better formatted one attached.
I'm making a custom villager for a map, but he was giving naturally spawned trades when I did a trade, so I gave him a Career tag of 20. 20 is most definitely an invalid career, but I just expected it would see that career and not try to update the trades. CareerLevel was at 30 (and in the fixed Villager, that works fine).
Just having a villager with this tag doesn't hurt anything, but when I tried to trade with him the world crashed.
Here is the command I used to summon the villager:
[code] /summon Villager ~ ~1 ~ {Profession:1,CustomName:3Traiborne,CustomNameVisible:10,Career:1,CareerLevel:10,ActiveEffects:[
{Id:11,Amplifier:4,Duration:1000000,Ambient:1,ShowParticles:0}],Offers:{Recipes:[{buy:
{id:"minecraft:diamond",Count:1,Damage:0},buyB:
{id:"minecraft:emerald",Count:1,Damage:0},sell:{id:"minecraft:potion",Count:1,Damage:8194,tag:{CustomPotionEffects:[
{Id:1,Amplifier:2,Duration:2400}]}},maxUses:1000,uses:0},{buy:
{id:"minecraft:diamond",Count:5,Damage:0},sell:{id:"minecraft:potion",Count:1,Damage:8196,tag:{CustomPotionEffects:[
{Id:8,Amplifier:1,Duration:2400}]}},maxUses:1000,uses:0},{buy:{id:155,Count:0,Damage:1,tag:{display:
{Name:"Sorry!"}}},sell:{id:155,Count:0,Damage:1,tag:{display:
{Name:"No More Trades!"}}},maxUses:0,uses:0}]}} [/code]
And I have a better formatted one attached.
I'm making a custom villager for a map, but he was giving naturally spawned trades when I did a trade, so I gave him a Career tag of 20. 20 is most definitely an invalid career, but I just expected it would see that career and not try to update the trades. CareerLevel was at 30 (and in the fixed Villager, that works fine).
Just having a villager with this tag doesn't hurt anything, but when I tried to trade with him the world crashed.
Here is the command I used to summon the villager:
/summon Villager ~ ~1 ~ {Profession:1,CustomName:3Traiborne,CustomNameVisible:10,Career:1,CareerLevel:10,ActiveEffects:[
{Id:11,Amplifier:4,Duration:1000000,Ambient:1,ShowParticles:0}],Offers:{Recipes:[{buy:
{id:"minecraft:diamond",Count:1,Damage:0},buyB:
{id:"minecraft:emerald",Count:1,Damage:0},sell:{id:"minecraft:potion",Count:1,Damage:8194,tag:{CustomPotionEffects:[
{Id:1,Amplifier:2,Duration:2400}]}},maxUses:1000,uses:0},{buy:
{id:"minecraft:diamond",Count:5,Damage:0},sell:{id:"minecraft:potion",Count:1,Damage:8196,tag:{CustomPotionEffects:[
{Id:8,Amplifier:1,Duration:2400}]}},maxUses:1000,uses:0},{buy:{id:155,Count:0,Damage:1,tag:{display:
{Name:"Sorry!"}}},sell:{id:155,Count:0,Damage:1,tag:{display:
{Name:"No More Trades!"}}},maxUses:0,uses:0}]}}
And I have a better formatted one attached.
When formatting is input into a book (using the § character), if the formatting continues onto the next line it gets lost whenever the book is actually signed. If the book is still a book and quill, it still displays correctly even if you close and re-enter the book and quill. It is only after it is signed that it displays incorrectly.
The formatting is NOT being lost in the datatags from the convert from book and quill -> written book. I ran /entitydata @e[type=Item,c=1] {} with them dropped on the ground, and the attached .txt files are the results. In there "I am not a killer!" is still wrapped in formatting codes.
Visually, you can see it lose the formatting on "I am not a killer!" (killer! becomes un-italicized), and pretty much the whole second paragraph.
The book displayed correctly in 14w21b, which is the version the map I'm updating was released for (which is what this book page comes from).
EDIT: Using json also doesn't keep formatting correctly. Using the command in command-written_book.txt (attached)
When formatting is input into a book (using the § character), if the formatting continues onto the next line it gets lost whenever the book is actually signed. If the book is still a book and quill, it still displays correctly even if you close and re-enter the book and quill. It is only after it is signed that it displays incorrectly.
The formatting is NOT being lost in the datatags from the convert from book and quill -> written book. I ran /entitydata @e[type=Item,c=1] {} with them dropped on the ground, and the attached .txt files are the results. In there "I am not a killer!" is still wrapped in formatting codes.
Visually, you can see it lose the formatting on "I am not a killer!" (killer! becomes un-italicized), and pretty much the whole second paragraph.
The book displayed correctly in 14w21b, which is the version the map I'm updating was released for (which is what this book page comes from).
EDIT: Using json also doesn't keep formatting correctly. Using the command in command-written_book.txt (attached)When formatting is input into a book (using the § character), if the formatting continues onto the next line it gets lost whenever the book is actually signed. If the book is still a book and quill, it still displays correctly even if you close and re-enter the book and quill. It is only after it is signed that it displays incorrectly.
The formatting is NOT being lost in the datatags from the convert from book and quill -> written book. I ran /entitydata @e[type=Item,c=1] {} with them dropped on the ground, and the attached .txt files are the results. In there "I am not a killer!" is still wrapped in formatting codes.
Visually, you can see it lose the formatting on "I am not a killer!" (killer! becomes un-italicized), and pretty much the whole second paragraph.
The book displayed correctly in 14w21b, which is the version the map I'm updating was released for (which is what this book page comes from).
EDIT: Using json also doesn't keep formatting correctly. Using the command in command-written_book.txt (attached), the formatting doesn't STOP for the italics until the newline. The "I am not a killer!" 's italic formatting continues on to the next "Please". Looking at the entitydata for the item, I can see why this may be the case. It didn't keep the italic:false explicitly in there, and the formatting seems to bleed into the next characters.
I seem to remember something like this for /tellraws as well, and both can be fixed by giving the next block of text some tag that doesn't actually change the formatting of the text. In this case, I added a color:black tag to the "Please..." block and it fixed it.
Hi, I'm trying play 1.6.4 but I don't have game sound with the new launcher, I tried with the old one and It works. I hope you can fix this.
PSDT: The Game icon in 1.6.4 is bug
More specifically, sound works fine in the Java launcher version 1.6.73-j, but fails in the native launcher. This seems to be an issue for versions using the "legacy" asset index; versions after that (staring with 1.7.3) launch correctly.
According to Void_Concept (comment):
More context for this bug, it looks like the new launcher isn't unpacking the assets into assets/virtual/legacy. I re-downloaded the old launcher, launched the game so that the assets are loaded, then switched back to the new launcher and everything worked. Attempting to launch before from the new launcher created the assets/virtual/legacy folder, but the folder itself was empty.







missed this one when making my bug report...so yea, same problem =P
Like Paul, I also have Windows XP 32-bit OS, and I've tried everything stated for bug fixes above (except deleting .minecraft all together).
I have noticed people on the minecraft help IRC channel having the same problem.
I will tell you if you get above 8 (and it seems mostly any numbers above 8 up to at least 11) will spawn in the upper half of the flower, taking the form of whatever flower is under it. From what I can see, 6 and 7 crash it (and in my case, rendered one of my worlds unloadable). But yea, if there is a command that can be put it, it shouldn't cause an outright crash but instead an error message in the chat.
I can confirm this, and i see other reports of this bug as well. You can still get in the game by hovering over where the button should be (it even lights up in the part that is rendered)
I test this out and found that it is broken as well. I've seen other posts saying that other animations are broken, so maybe that system just isn't working at the moment. I'm sure we are going to see a 13w38b pretty soon here =P
I can confirm this for 13w39b as well. Priest villagers will spawn in with a working buyB slot (enchantment trades), but if you unload/reload the world, that second slot goes away. Makes it so you can buy an enchanted item with just the base item, basically enchanting it for free =P
edit: I've also taken a look at the world files and buyB is saved in there, just not actively working in the game.
I know this is already resolved, but...
@ChocolateChip Cookies
I took a peek in the world saves and it seems that the secondary trade (tag buyB) is still there, just isn't getting loaded with the villager. This should mean that once it is fixed in the next snapshot, it will load up just fine and there will be secondary trades again.
@Jack Richard
That may be true...I did only create one with the buyB tag and quit out of it and check...didn't bother checking further. I'll double check, but I believe you.
so yea, any villagers that have a buyB trade will only keep it if they weren't reloaded more then once.
I can confirm as well...if my luck with finding bugs continues, this will be fixed by next snapshot (I discovered two of them that were then fixed in the next snapshot released after finding...others had found before).
It shouldn't be, no...I am not able to reproduce it past the 39w snapshots.
@Abram there is no way to fix that. What happened was when the villager was loaded, it didn't load up the buyB (secondary trade) tag from the world file. When the world saved, the current villager trade was saved; in other words, the villager was saved in the world without a second trade. My suggestion is to kill those villagers, or abuse the benefits from them (if you feel like "cheating." Definitely wouldn't suggest option 2 if those villagers are on a server)
It is still in 13w48b actually. I totally forgot about this tbh; haven't been messing with villagers as much lately.
I think the option of spawning in at a count of 0 and having it react this way would still be a good thing, but a missing count tag should default it to 1.
I can confirm that this bug happens, but you may want to change the title so it is a bit more descriptive.
I can see this being abused in pvp situations since you are invisible, but can affect the world. I also only started noticing it in 1.7. It also happens in 13w48b. The server I'm playing on is 13w47e or w/e the previous snapshot is and i'm playing on that different version, but it doesn't seem to affect it at all. It did happen 1.7.2 both server/client though.
I just read through the bug report that this is supposedly duplicating and they aren't quite the same. They may be related, but not quite equal.
In the other report, it is showing a disconnect of the client, then reconnecting to see/kill themselves. I've had this happen to me as well.
In this report, no disconnects happen. Maybe underneath it, or a shorter disconnect that didn't result in the client kicking back to the start screen. When that client glitch happens, you turn invisible to the rest of the people on the server, but can interact with them. A side effect of this is when other people relog, or entities are picked up/otherwise disappear from the world server-side, they stay client-side; hence the ghosting.
edit: this actually happened to me personally yesterday. I was playing with my brother, and just as it happened he was looking at me and I was looking at his screen. I went completely invisible instantly, was moving just a second earlier (had just jumped and turned my head to look. On the fall, I disappeared). It was as if I logged out but neither the server nor my client acknowledged it.
These are two similar, but not quite separate bugs. This bug report does need a better name though...
It does still happen in 14w03b, but has changed. Now it allows the trade, doesn't eat the item, but the item that it gives is a ghost item. When updated, the item just disappears. I have the villager trading a potion and it just disappears when you try to drink it.
I've also tried giving the potion a count tag of 1 and the same thing happens. (if I could figure out how to cross through this I would): I put the count in the wrong place when testing this. If there is a Count:1 in the correct place in the sell tag, the item is a real item. Otherwise, it is a ghost item. This is a similar thing as the buy tag.
It does count as a trade; the villager eventually won't give any more trades and give xp for each trade done, but really there is nothing happening except that free xp and new trades.
I'll update on the post itself.
Still a problem in 14w21b
Opps, thanks...
I swear, that search function...every time I search I never find the ones I duplicate =P
Although I don't agree with invalid. Anything that crashes the game should at least be looked at...
@Sonic Alright, then how are survival players supposed to put formatting into written books? And why does it stay formatted correctly in book and quills but break as a written book? Even if this isn't a bug per-say (which it is), it should at least be looked at by the Mojang team.
If the intent is that survival players shouldn't be able to format books anymore, the select character shouldn't be able to be pasted into a book and quill. The possible best solution is to have some algorithm to convert these old books from using select character formatting to the new json formatting.
From some of the pictures posted on Twitter (~a week ago), it looks like this is going to be irrelevant pretty soon. They showed off having colored text in chat (which isn't possible w/o /tellraw at the moment). I'm assuming they will be looking at books when they do that. If not, they should.
It is fixed in 15w47c. HOWEVER, if you type in an @ selector wrong, it will still add it as a player instead of complaining about the selector being in the wrong format.
For example, @e[tag=SomeTag] works as a selector while @e[tag="SomeTag"] acts as if you are inputting a player name. It should throw the usual "The entity UUID provided is in an invalid format".
Can confirm for 15w51b. This also affects mobs riding other mobs (or Armor Stands in my case)
I've seen the same in an older snapshot version as well (15w47a). If you see this again, may want to grab the NBT tags (/entitydata @e[type=<mob type>,c=1] {} and copy from log). I'll do the same next time I encounter one.
More context for this bug, it looks like the new launcher isn't unpacking the assets into assets/virtual/legacy. I re-downloaded the old launcher, launched the game so that the assets are loaded, then switched back to the new launcher and everything worked. Attempting to launch before from the new launcher created the assets/virtual/legacy folder, but the folder itself was empty.
@marcono1234 I disagree with that completely. Yes, specific things like boats should restrict rotation. However there was a use case that I had (years ago at this point, so idr) that would rotate an entity with no AI separately from the entity it was riding.
I'm pretty sure I was attempting to use an armor stand as a marker for where a villager was standing while rotating the villager to face a specific direction. I think I would have had to rotate both the armor stand and the villager to face that direction if I wanted to get it to work correctly. It would be even worse if I had to rotate the armor stand specifically before the villager, otherwise the villager would pop back to whatever direction it is forced to look by what you are suggesting.