Wilux Dahlqvist
- wilux00
- wilux00@gmail.com
- Europe/Stockholm
- Yes
- No
This workedin 1.8
I've not seen this in any changelog som i assume it's a bug.You could open the Gui in 1.8
I've not seen this in any changelog som i assume it's a bug.
You could open the Gui in 1.8
I've not seen this in any changelog som i assume it's a bug.
the hitbox looks exactly the same in both 1.8 and 1.9
You could open the Gui in 1.8
I've not seen this in any changelog som i assume it's a bug.
the hitbox looks exactly the same in both 1.8 and 1.9
LEFT 1.8 RIGHT 1.9
the hitbox looks the same to me. i can't spot any differance.
also i used summon to get it in the center
so i summoned a horse with an armorstand on top of it and i can't open the GUI
{id:"ArmorStand"}
/summon EntityHorse ~ ~1 ~ {Type:1,ChestedHorse:1,Tame:1,NoAI:1,Passengers:[]}
so i summoned a horse with an armorstand on top of it and i can't open the GUI
I can open the inventory when i kill the armorstandcommand:
{id:"ArmorStand"}
/summon EntityHorse ~ ~1 ~ {Type:1,ChestedHorse:1,Tame:1,NoAI:1,Passengers:[]}
You cant shiftclick to acces the inventories on horses with an entity riding themYou cant sneakclick to acces the inventories on horses with an entity riding them
xp Scoreboard Objectiveshowsincorrectvaluesxp Scoreboard Objective Shows Incorrect Values
An xp scoreboard objective does not change it's scoreboard value when:
- enchaning
- using anvils
- using
/xp
You could have 10000 xp in the statistic when you only have a single level.
The only way the scoreboard gets decreased is when dying or using /xp to set a negative level. eg:
when having 5 levels./xp -10L @s
In any of thease cases it resets to 0(used following commands to create it)
/scoreboard objectives add xp xp
/scoreboard objectives setdisplay sidebar xp
An xp scoreboard objective does not change it's scoreboard value when:
- enchaning
- using anvils
- using
/xp
You could have 10000 xp in the statistic when you only have a single level.
The only way the scoreboard gets decreased is when
dying orusing /xp to set a negative level. eg:when having 5 levels./xp -10L @s
In any of thease cases it resets to 0(used following commands to create it)
/scoreboard objectives add xp xp
/scoreboard objectives setdisplay sidebar xp
The bug
The value of the XpTotal tag of a player which is used as value for scoreboard objectives of the criteria type xp and the query result of the /xp command when giving experience (not levels)
is notvery useful.
It is basically the number of experience the player has collected. Itdoes not account for level changes andonly reset to 0 when the player would have a negative experience level.How to reproduce
- Create a scoreboard objective tracking the xp of a player
/scoreboard objectives add xp xp /scoreboard objectives setdisplay sidebar xp- Use for example the /xp command
/xp 1LCode analysis
Based on 1.11.2 decompiled using MCP 9.35 rc1
The tag XpTotal (field net.minecraft.entity.player.EntityPlayer.experienceTotal) is only increased by the method net.minecraft.entity.player.EntityPlayer.addExperience(int) and additionally never decreased.
The bug
The value of the XpTotal tag of a player which is used as value for scoreboard objectives of the criteria type xp and the query result of the /xp command when giving experience (not levels) does not account for level changes.
It is basically the number of experience the player has collected. It only resets to 0 when the player would have a negative experience level.How to reproduce
- Create a scoreboard objective tracking the xp of a player
/scoreboard objectives add xp xp /scoreboard objectives setdisplay sidebar xp- Use for example the /xp command
/xp 1LCode analysis
Based on 1.11.2 decompiled using MCP 9.35 rc1
The tag XpTotal (field net.minecraft.entity.player.EntityPlayer.experienceTotal) is only increased by the method net.minecraft.entity.player.EntityPlayer.addExperience(int) and additionally never decreased.
Observers are missing their cooldown.
This is a huge flaw and it breaks about 80% of doors
Example: This create 2 pulses directly after each other
sending a 2 tick pulse to the piston
Observers are missing their cooldown.
Observer can power directly after the tick it already power, sending a constant power if made to update every tickThis is a huge flaw and it breaks about 80% of doors
Example:
1.13pre-7: piston get 2 tick pulse
1.12: piston gets 1 tick pulse
Example 2:
1.13pre-7 : right piston is extended same way as left piston
1.12: right piston pulses twice
Observers are missing their cooldown.
Observer can power directly after the tick it already power, sending a constant power if made to update every tickThis is a huge flaw and it breaks about 80% of doors
Example:
1.13pre-7: piston
get 2 tick pulse
1.12: pistongets 1 tick pulse
Example 2:
1.13pre-7 : right piston is extended same way as left piston
1.12: right piston pulses twice
Observers are missing their cooldown.
Observer can power directly after the tick it already power, sending a constant power if made to update every tickThis is a huge flaw and it breaks about 80% of doors
Example:
1.13pre-7: piston is powered for 2 ticks (4 gameticks)
1.12: piston is powered for 1 ticks (2 gameticks)
Example 2:
1.13pre-7 : right piston is extended same way as left piston
1.12: right piston pulses twice
Observers are missing their cooldown.
Observer can power directly after the tick it already power, sending a constant power if made to update every tickThis is a huge flaw and it breaks about 80% of doors
Example:
1.13pre-7: piston is powered for 2 ticks (4 gameticks)
1.12: piston is powered for 1 ticks (2 gameticks)
Example 2:
1.13pre-7 : right piston is extended same way as left piston
1.12: right piston pulses twice
Example 3:
part 1: Piston
1.13pre-7: Piston is constantly powered
1.12: Piston pulsespart 2: Dust behavior.
1.13pre-7: the redstone dust never unpowers
1.12: the redstone dust turns on and off+ observers powers more times/minute in 1.13pre-7 compared to 1.12
Observers are missing their cooldown.
Observer can power directly after the tick it already power, sending a constant power if made to update every tickThis is a huge flaw and it breaks about 80% of doors
Example:
1.13pre-7: piston is powered for 2 ticks (4 gameticks)
1.12: piston is powered for 1 ticks (2 gameticks)
Example 2:
1.13pre-7 : right piston is extended same way as left piston
1.12: right piston pulses twice
Example 3:
part 1: Piston
1.13pre-7: Piston is constantly powered
1.12: Piston pulsespart 2: Dust behavior.
1.13pre-7: the redstone dust never unpowers
1.12: the redstone dust turns on and off+ observers powers more times/minute in 1.13pre-7 compared to 1.12
even after the recent fixes for observers this is one thing that still acts incorrectly.
i am unable to pinpoint what exactly is wrong but i do know that these setups in the image below used to act identicaly in 1.12.2. creating an upward flying machinesin new snapshorts the left one no longer works (seemingly because the pistons are pulsing too slow)
this bug breaks all doors using this type of mechanism in all locations
even after the recent fixes for observers this is one thing that still acts incorrectly.
i am unable to pinpoint what exactly is wrong but i do know that these setups in the image below used to act identicaly in 1.12.2. creating an upward flying machinesin new snapshorts the left one no longer works (seemingly because the pistons are pulsing too slow)
this bug breaks all doors using this type of mechanism in all locations








1.8
1.8
1.8
f3 b screenshots added
But it worrked in 1.8
And it is useful
But CanPlaceOn should override it
but it ruins commandblock contraptions, beeing able to place nbt commandblocks in survival is verry usefull