mojira.dev

Mondemen

Assigned

No issues.

Reported

MC-136535 /item replace has container slots 27-53, but they are unusable Confirmed MC-135398 /chunk (force|unforce) with /execute store success Fixed MC-132025 /execute facing entity, positioned as and rotated as accept multiple entities Works As Intended MC-131650 'void_air' testing with /execute doesn't work Invalid MC-129468 Item Tags cannot be test in nbt Invalid MC-124685 Bossbar with newline character in name has broken Invalid MC-124375 Teleportation of item entity all ticks visually broken Confirmed MC-124374 name= in selector with a translated name selects wrong Works As Intended MC-117780 Wrong position of the written book GUI Duplicate MC-117329 Radius selector conpletely bug with new function system Duplicate MC-117274 Gamerule gameLoopFunction with commandBlockOutput displays all outputs command of function Duplicate MC-116945 Knowledge book gives recipe before removing itself from inventory causing unexpected advancement behavior Fixed MC-67594 Custom models rendering Incomplete

Comments

If you targets the other chest, you can replace the item but only with slot ID less than or equal to 26. But, at the moment, all slot IDs more than 26 are useless. So either you delete these IDs, or you fix this bug, but I think it would be useful if you fixed this bug. It could be useful to replace an item in the second part of a large chest with only one block coordinate.

This bug has been fixed in 1.13.1-pre1, /execute if block/blocks now return if the chunk is not loaded and it can be used with /execute store. void_air is definitively useless.

Still in 18w32a...**

FIX PLEASE !!!!!!!!

Ok it's too bad, it would be a good feature to improve this command... :/

Yes, but normally, if you test with if or unless, at least one of the conditions should be validated, ok if you don't want to activate testing with void_air, but validate unless condition for each coordinate outside loaded/valid chunk.

Confirm for 1.13-pre1
 I found the best way to fix it, just set the visibility to false, and after reset to true, it works but not as expected by the game ...

Confirm for 1.13-pre1
It's very very worrying for the French players considering the imminent arrival of the 1.13... :/

New fact, it's only a visual bug, when you test with the "get" command, these are the expected values.
And when you quit the world et reopen it, the problem is solved.

Confirm for 18w22c

 I tried to do some tests directly with NBT tags with the following commands in minecraft:repeating_command_block:

/execute store result bossbar foo:bar value run data get entity @e[type=minecraft:pig,limit=1,sort=nearest] Health
/execute store result bossbar foo:bar max run data get entity @e[type=minecraft:pig,limit=1,sort=nearest] Attributes[0].Base

When you create bossbar before executing previous commands and after you execute commands, no problems, it works.

But when the targeted entity dies, it broken.

After that, I tried another test with only "set value" of bossbar and no problems even if the targeted entity die and after yo summon another entity.

I think the problem is when you set the max value in the same time you set the value of the bossbar.

the only way I found to solve this problem is to remove the bossbar and recreate it.

I don't want to test NBT tag but Item tag name, like block tag or function tag. it's possible to write item or block tag name in CanDestroy/CanPlaceOn, why not for NBT testing?

 

 

Confirm for 18w16a

You have forgotten minecraft:effect color params

Not fixed, with new world generated in 18w07b, Sea grass still override monuments blocks

[media]