yeah but everything else with a list returns a text message into chat when a player executes it, except this one
@Bemoty
Its seems /data merge doesn't seem to override the data in signs as it probably should. it just add the data onto the already existing data causing very big nbt data per sign affected. I have a world where the signs updated with that command just get heavier and heavier to render for the engine. causing significant performances issues. I have a video of me removing those 4 signs in my world, which allows my fps to go from around 20 to 400 fps.
https://www.youtube.com/watch?v=JueQiTjLBR0&feature=youtu.be
and this is still an issue in Minecraft 1.13-pre1
I would say that MC-123194 is the result of problems with this /data merge
Yes it does
On my Realms I did /say @e and it gave me the error:
internal Exception: io.netty.handler.codec.DecoderException: java.lang.IndexOutOfBoundsException: readerIndex(1) + length(1) exceeds writerIndex(1): UnpooledHeapByteBuf(ridx: 1, widx: 1, cap: 1)
No, It seems to be fixed, or downsized in such a why that I am no longer noticing it
Yes, Sorry I completly forgot, yes it still is visible in the newest snapshot, I shall update the mainpost
I have noticed what is happing
it doesnt not notice @a[score_a=0] after the score got reset for the person but if you set the score to 0,
its start to notice the actuall score again.
Hey, I have been experiecing this problem also in 14w11b
Commandblock just don't seem to be doing anything at all
I used the map Remnant from fyreuk into the new snapshot and every commandblock is doing nothing.
I Can confirm that this bug still is in the snapshot.
I am Experiencing this bug in Snapshot 14w04b
Redstone and just putting down entities (carts, frames) take along time to actually do something, Redstone ticks about 2 seconds per tick instead of 1/10 of a second.
items are not picking up fast enough.
but If I go back to 1.7.2, it is all fine and working again
I dont know if I should make a new issue or if you want to reopen this one.
but I am experiecing it in the newest snapshot.
Confirmed that this still applies for the new snapshot, nothing seems to be changed
added the stuff I forgot
I forgot to add stuff
Thanks for helping anyway 🙂!
the thing that caused are crash is a park our element, on which you have to evade the block coming out of the wall, the problem got to us today. most of that element is still in working (except for that one block) but will see what are people are experiencing.
the thing I read from theirs is that they use just a redstone clock?
it does create the same problem though but with two different sources?
anyway We solved it by removing that one block and now everything works again.
Yes, its did so on our server.
and only to that block location
No, Thats just it If I remove the block there is no lag
It seems that it has to do with the maximum amount of an Int32.
but for gameticks instead of seconds. So calculated back from that the maximum amount of seconds is: 107,374,182 you can fill in and have it work.
Any more and there will be a overflow in calculations.
Fun fact: if you gives yourself /effect @s night_vision 214748366 0
it results in an overflow that only provides 24 gameticks of night vision.
I suggest either giving a message back that the maximum filled in time cannot be bigger than 107,374,182, or increase the integer for effects and duration to Int64.