I have tested this in 17w49a, bug still present =(
Been doing some testing on the following statement in hopes of finding a workaround.
"The reason is, that the first as sub-command only runs for all entities, if it can successfully run the next sub-command in line (not including the final run command, except for nested executes, as those get optimized into one execute...) for each of those entities."
It seems that this is slightly in error, if I have multiple if
sub-commands following an as
, it seems that it must be able to run all of them successfully for each entity, not just the following one. something like execute as @e if [true] if [false] run [command]
does not run [command] for any @e.
Deleted my comments because they were unhelpful, turns out im an idiot =P
That's true but why would the game rewrite it rather than remove the beam animation? Seems unintuitive.
I'm confused by what you mean by it's 'not supported'. So bugs related to using the 'data merge entity' command at all are not allowed here?
@Kyrollos Youssef
Nevermind my previous comment, also verified for area_effect_cloud 'Pos" nbt tag.
EDIT: So that brings the total up to two other things besides banners. ender_crystal 'Pos' and area_effect_cloud 'Pos'
After further testing it seems I was mistaken saying "a few". I had thought that the BeamTarget visuals also did not update but that is incorrect. I also tested 'Pos' with item frames and paintings but it seems those are unchangable.
Can confirm, also, this happens with a few other things. for example including ender_crystal "Pos" nbt and area_effect_cloud 'Pos' nbt. Visuals do not update until relog.
Would like to emphasize this is not just old commands as stated in the above comment. If a current command fails to for example find an entity with execute as/if/unless/at, it will spam the log and my live server log is now useless because i cannot see anything that is happening cause the text scrolls up so fast. disabling logAdminCommands and commandBlockOutput does not help.
You were correct, my problem is resolved.
My guess is that it was one of the "hit" sounds, which would explain why it only sometimes crashed my game, because it would only sometimes try to play that specific sound.
Thanks so much!
when i made this report in 2017, i didn't expect people to maintain it for 7 years
i could've blocked the emails, but i didnt because i was kindof curious how long it would go on
thank you all for putting more work into this than i could've imagined