mojira.dev

Misode

Assigned

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Reported

MC-298104 The max_lines field of multiline text input control is unrestricted, lagging the game Fixed MC-297990 Dialog item model in body doesn't scale correctly Works As Intended MC-297977 Dialog columns layout has extra spacing between the grid and the overflow linear layout Fixed MC-297614 Area effect clouds with duration greater than or equal to 2147483628 disappear after a tick Fixed MC-295829 Test instance block GUI uses "Batch" instead of "Environment" Fixed MC-280231 All forceloaded chunks are removed when game tests finish Works As Intended MC-279950 Modifying command data storage throws an error Fixed MC-278646 Some item tint sources interpret the default color as ARGB instead of RGB Duplicate MC-278459 unifont.json contains trailing comma Fixed MC-277601 `tp ~ ~ ~` no longer rotates the target Works As Intended MC-277141 /rotate command is not restricted to permission level 2 Fixed MC-276956 Cannot access registries in container block entity "lock" field Fixed MC-276950 Lock container field upgrades incorrectly to handle items with a formatted custom name Won't Fix MC-273403 periodic_ticks entity predicate does not work Works As Intended MC-271349 /loot replace on brewing stands requires the slot to be empty Community Consensus MC-271037 Cannot disable data pack even if the enabled feature flags wouldn't change Works As Intended MC-270818 Data generator items report is not deterministic Fixed MC-270743 Entity effect particles can no longer have random colors Community Consensus MC-270559 FreeType error: Unrecognized error: 0x62 (Loading glyph) Fixed MC-270055 Raider sub entity predicate cannot test for one of has_raid and is_captain Confirmed

Comments

I believe this is caused by the scrollbar, since the body appears to be centered when including the width of the scrollbar (and space between scrollbar and body). This padding of 10 exists regardless of whether there is a scrollbar.

[media][media][media]

Might be the same issue as MC-162441, at least relates to

Even though this was triaged, this sounds intended... The using_item trigger only works for items where you need to hold the use button (spyglass, crossbow, bow, brush, etc). It has never worked for single click items.

I did some analysis on this. The ResourceLocationPattern class has a locationPredicate method, which is a predicate for testing an entire resource location. This is what the filter font/glyph provider uses for checking sprite resource locations, as intended.

However the ResourceFilterSection class has isNamespaceFiltered and isPathFiltered methods which respectively check if any of the listed blocks match the namespacePredicate or pathPredicate predicates. This means essentially that every combination of namespace-path blocks will block resource locations, which is not expected.

The example given by tryashtar is equivalent to specifying the following, in the current implementation:

{
  "namespace": "&NONEXISTENT$",
  "path": "^recipes/"
},
{
  "namespace": "&NONEXISTENT$",
  "path": "&NONEXISTENT$"
},
{
  "namespace": "^minecraft$",
  "path": "&NONEXISTENT$"
},
{
  "namespace": "^minecraft$",
  "path": "^recipes/"
}

This affects the default field of both the dye and firework tint sources

This is intended. NBT does not have a boolean type, instead numbers are converted to booleans automatically when parsing. This is the same reason why things like `Invulnerable:1b` work.

It makes sense that this would've been fixed in 1.20.5 when they introduced item components

Thank you for your report!
We're tracking this issue in MC-277067, so this ticket is being resolved and linked as a duplicate.

That ticket has already been resolved as Fixed. Please check the Fix Version/s field in that ticket to see in which version this behavior was or will be fixed.

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I believe player markers only show when player B also has a map cloned from the original map in their inventory, and that behavior is working as expected

[media]

This is a regression from 1.21.1 where these loot tables and recipes worked fine.

It should also be noted that using block tags in these components works fine when used in a /give command or inline loot tables.

Please reopen.

How does this affect vanilla gameplay?

I'm pretty sure this is intended. In vanilla all data components are immutable which means they can be shallowly copied without problems. When modding it is your responsibility to keep the components immutable.

It also appears like the DecorItem of trader llamas is lost and not upgraded to body_armor_item

The reason is that the ItemAttributeModifiers component uses Codec.DOUBLE for amount, while the SetAttributesFunction uses NumberProviders.CODEC and then uses amount.getFloat(context).

It appears this has been fixed, but because the attached data pack only had an overlay for 1.20.2 (pack format 18), people incorrectly assumed that overlays weren't getting applied. I attached a new data pack for 1.20.4, which can be used to verify the fix.

The registry is still called "minecraft:worldgen/biome", but since a few versions it is not exported from the data generators, but instead it is included in the version jar (just like all other registries that can be inside a data pack). If you extract the jar you can find the biomes in data/minecraft/worldgen/biome.

It might be a good idea to split up the "command" and "end portal" cases, because they might have different resolutions