You cannot do the following when looking at an armorstand:
Throw throwable items (snowball, enderpearl, etc.)
Throw an ender eye
Charge a weapon (bow, trident, crossbow, etc.)
Equip gear onto player if that gear is on the armorstand
EX: If you equipped an armorstand with a helmet and then rightclicked it with a second helmet, the second helmet won't equip to the player, but will make the equipping sound.
Comments 2
Thank you for your report!
We're tracking this issue in MC-169014, so this ticket is being resolved and linked as a duplicate.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
If you haven't already, you might like to make use of the search feature in the future to see if the issue has already been reported.
Quick Links:
📓 Issue Guidelines – 💬 Community Support – 📧 Customer Support – ✍️ Feedback and Suggestions – 📖 Game Wiki
[Reading that back, it seems very confusing. I'll try to explain.]
TLDR: Equipping the armour stand with a held item will always take priority overusing that item for something else.
There are three types of right-click actions:
Environment (Mounting a horse, toggling a comparator, etc.)
Player/Item (Eating food, throwing a snowball, etc.)
Environment + Item (Shearing a sheep, debarking logs, etc.)
When you right-click an armour stand, the Environment-type interaction takes priority over any Player-type interaction. When you look at an armour stand with a held item, there is a valid 'Environment + Item' interaction, which is equipping the item onto the armour stand. With a normal armour stand, only items equipable in the armour slots (chestplates, elytra, mob heads, etc.) will go on. However, if
ShowHands
is true, then other items can also be equipped into the armour stand's hand.Therefore, when the player right-clicks with an item while facing an armour stand, any right-click action for that item will be blocked, because the interaction with the armour stand will always take priority.