mojira.dev

ForestOfLight

Assigned

No issues.

Reported

MCPE-231915 Player cannot switch out of Spectator mode in Hardcore, even if they haven't died Unconfirmed MCPE-230598 @minecraft/debug-utilities API is not available on Realms Unconfirmed MCPE-229817 Entities with the tick_world component leave their ticking area behind when teleported to rendered, unloaded chunks Works As Intended MCPE-225488 drawn shapes with @minecraft/debug-utilities crashes joining players Cannot Reproduce BDS-20096 Client-Auth Issues Cannot Reproduce MCPE-150268 Shulkers are put in impossible places when exiting minecarts Confirmed MCPE-123314 Ender pearling through an end portal creates a wrong-warp Incomplete MCPE-90081 Ender Pearls Don't Teleport the Player After Relogging Duplicate

Comments

Yep! We can access setGameMode() through a custom command like this:

import { system, CustomCommandParamType, CommandPermissionLevel } from "@minecraft/server";

system.beforeEvents.startup.subscribe((event) => {
    event.customCommandRegistry.registerCommand({
        name: 'debug:setgamemode',
        description: "Changes your gamemode using the Script API instead of the vanilla command.",
        mandatoryParameters: [{ name: "gamemode", type: CustomCommandParamType.String }],
        permissionLevel: CommandPermissionLevel.Any,
        cheatsRequired: false
    }, gamemodeCmdCallback);
});

function gamemodeCmdCallback(origin, gamemode) {
    const source = origin.sourceEntity;
    system.run(() => origin.sourceEntity.setGameMode(gamemode));
};

Upon using this command with the desired gamemodes in hardcore mode, we can see that the only gamemode change that works is Survival → Spectator.

Instead of dropping as an item, it would make the most sense for tridents to stay around and continue to damage mobs.

Also applies to the copper grate.

Affects 1.21.120. Comparators don’t get powered in any direction by item frames on the floor or ceiling.

Fixed on Win10 with the switch to GDK in 1.21.120.

Also affects the ScriptAPI and /fill.

This single bug is the reason why redstoners don’t use structure blocks. Especially for players making slimestone flying machines, one-time-use tests are common during the development process. When flying machines are loaded with a structure block, the observers all fire at once, breaking the machine. It would be great to be able to use structure blocks for redstone!

Not sure why this was marked WAI. Still affects 1.21.120.

While it’s a decent solution for now, this solution does not ensure that ender pearls do not despawn when thrown outside of loaded chunks. Sometimes (especially if the pearl is travelling fast enough), it can still despawn when crossing chunk borders.

Fixed in 1.21.100 stable

  • Fixing a crash with the DebugDrawer when used too early in the client joining a world (such as inside the playerSpawn event).

I should also mention this is a huge issue on BDS because any drawn shapes will stick around after a player leaves, meaning they will not be able to rejoin.

The locator bar can be disabled with the locatorbar gamerule.

Observed TPS drop when the bottom of the ghast touches the ground:

[media: image-20250621-201315.png]

Testing shows that the trident’s hit “margin” is not expanded fully when on the ground and/or if it gets velocity after landing. When used in a trident killer, the larger “margin” is needed to hit mobs through trapdoors, since trapdoors are thicker than the hurtbox of tridents, but less thick than the expanded 0.3 block margin. This is why they worked in the past – the 0.3 margin was always active.

Proposed solution:

Use the trident’s spawn time as the start of the margin expansion instead of anytime it gets velocity.

This also affects elytras not taking durability damage in survival, and the player gets hungry far less often – perhaps only when they take damage.

This is working as intended. @minecraft/server-net can only be added to BDS instances.

One theory about this is that the raycast uses the center of the head as its origin, which works great for most entities. However, since the first-person view of the player is slightly above the center of the head, the raycast is further down than it should be.