Use the attached datapack. Steps to Reproduce: 1. Add the attached datapack into your world’s datapack folder. 2. Reload datapacks with command “/reload“. 3. Run a command:
/function firework:function1
The function will summon a firework that is supposed to explode right after summoning and teleport rocket to -100 by Y axis.
Try to call this function on both versions: 1.20.4 and the current one and compare the results, correcting the syntax. Also, when you do this “trick“ in 1.20.4, the firework rocket doesn’t deal any damage for players because the rocket itself - the source of explosion, gets teleported immediately but the explosion effect was still there. That was pretty useful in mapmaking. You can also check this by setting your gamemode to survival/adventure and call the function.
In my first message I used “schedule“ command to check, how many ticks it takes for explosion and turned out that it wasn’t 0 or 1, but 2. Thank you for your responds!
Sure, here’s an easy way to reproduce the issue: you can download this datapack or create a datapack that only has two functions in it, for example, function1.mcfunction & function2.mcfunction. [mediaInline]
function1.mcfunction
summon firework_rocket ~ ~ ~ {LifeTime:0,FireworksItem:{id:"minecraft:firework_rocket",count:1,components:{"minecraft:fireworks":{explosions:[{shape:"large_ball",has_twinkle:true,has_trail:true,colors:[I;16711680]}]}}}}# You can change the delay to 1t to compare results
schedule function firework:function2 2t
function2.mcfunction
tp @e[type=firework_rocket] ~ -100 ~
Then, call a function “function1.mcfunction“ from chat or a command block and compare results with 1 tick and 2 ticks delay. You can notice that it takes 1 additional tick before explosion that wasn't noticed in 1.20.4.
After testing, I found that: As with the comments (by kmb and user-01fa9) described, Mojang had tried to fixed this.
Currently, in bedrock edition, if there's no other scheduled tile tick in the same gametick, the behaviors are THE SAME with the attached image for Java (JAVA.png).
However, the image for Java Edition (JAVA.png) is outdated. In 1.18.2, the damage in Java Edition was changed. There is another issue for the new inconsistence after java 1.18.2: MCPE-184329.
So, the two images should be updated to:
[media]
[media][media]
The videa shows the behavior when there's no other scheduled tile tick in the same gametick.
However, if there're other blocks having scheduled tile ticks in the same game time, it works not as the image. Due to MCPE-16371, the game cannot make sure that the tip block is ticked first. As a result, when the tip checks the amount of pointed dripstone blocks, some of them has been a falling block entity, which happens when the total amount of scheduled tile ticks in the same gametick is greater than 4.
Execute the following command in chat: /execute positioned as @s as @e[c=5] run tp @a ~ ~1 ~ The player teleports 5 blocks up❌
Expected behavior:
"positioned at @s" is executed only ONCE and does NOT fork the execution. The execution position should not change in the five branches of "as @e[c=5]".
Observed Results: It summons a firework rocket and teleports it to -100 by Y axis and then the explosion happens.
Expected Results: As in 1.20.4, there should be an explosion first and then teleport a rocket to -100 by Y axis because of LifeTime NBT is set to 0.
Sorry for the previous incomplete message and formatting.
Use the attached datapack.
Steps to Reproduce:
1. Add the attached datapack into your world’s datapack folder.
2. Reload datapacks with command “/reload“.
3. Run a command:
The function will summon a firework that is supposed to explode right after summoning and teleport rocket to -100 by Y axis.
Observed results:
Updated datapack
[media]Does your function1.mcfunction file look like this?
Try to call this function on both versions: 1.20.4 and the current one and compare the results, correcting the syntax. Also, when you do this “trick“ in 1.20.4, the firework rocket doesn’t deal any damage for players because the rocket itself - the source of explosion, gets teleported immediately but the explosion effect was still there. That was pretty useful in mapmaking. You can also check this by setting your gamemode to survival/adventure and call the function.
In my first message I used “schedule“ command to check, how many ticks it takes for explosion and turned out that it wasn’t 0 or 1, but 2. Thank you for your responds!
function1.mcfunction file that is called in the video:
[media]Version 1.20.4:
[media]Version 1.21.5-rc1 (also previous snapshots):
[media]Delete my account
Thank you
Sure, here’s an easy way to reproduce the issue: you can download this datapack or create a datapack that only has two functions in it, for example, function1.mcfunction & function2.mcfunction.
[mediaInline]
function1.mcfunction
function2.mcfunction
Then, call a function “function1.mcfunction“ from chat or a command block and compare results with 1 tick and 2 ticks delay. You can notice that it takes 1 additional tick before explosion that wasn't noticed in 1.20.4.
also see https://minecraft.wiki/Commands/permission
fixed in 24w35a
After testing, I found that:
As with the comments (by kmb and user-01fa9) described, Mojang had tried to fixed this.
Currently, in bedrock edition, if there's no other scheduled tile tick in the same gametick, the behaviors are THE SAME with the attached image for Java (JAVA.png).
However, the image for Java Edition (JAVA.png) is outdated. In 1.18.2, the damage in Java Edition was changed. There is another issue for the new inconsistence after java 1.18.2: MCPE-184329.
So, the two images should be updated to:
[media]The videa shows the behavior when there's no other scheduled tile tick in the same gametick.
However, if there're other blocks having scheduled tile ticks in the same game time, it works not as the image. Due to MCPE-16371, the game cannot make sure that the tip block is ticked first. As a result, when the tip checks the amount of pointed dripstone blocks, some of them has been a falling block entity, which happens when the total amount of scheduled tile ticks in the same gametick is greater than 4.
So, now this is an issue caused by MCPE-16371.
Still in the latest version.
Execute the following command in chat:
/execute positioned as @s as @e[c=5] run tp @a ~ ~1 ~
The player teleports 5 blocks up❌
Expected behavior:
"positioned at @s" is executed only ONCE and does NOT fork the execution. The execution position should not change in the five branches of "as @e[c=5]".
Still in 1.21.1 and 24w33a.
A one-line-command to reproduce this bug:
Still in 24w33a.
The zombie is on fire, but the command outputs "thunder"
Can confirm in 1.21.1.
And the link in the description could be updated to https://minecraft.wiki/w/Commands/setblock
Can confirm in 1.21.
And not only the corner frames, extra frames in the interior of the portal can also activate the portal.
Relates to MC-207208.
The causes of this bug are:
Block pattern of end portal can be rotated.
MC-207208: A frame that is not adjacent to the portal can also activate the portal.
Updated the test datapack for the "functions" folder renaming