brackets are sometimes reversed when mixed in hebrew and english text appears (should appear as [tpSpawn] / [tpHome] )
[media]In general it seems like there's a huge leap in progress towards RTL languages, it still needs people to acknowledge how to approach this because it's quite of a wide issue that's hard to track in every bit for a single person
some of the formattings of english-based text on a server breaks (top server voting message is in english, rest is when language set to hebrew), note the red underline as exampled.
in addition, the name of the player appears as it should, but it's still aligned to the left. a "true RTL experience" would be that the entire message box would appear to the right, with the text aligned to the right extending leftwards. in this situation the text is aligned to the left, extending rightwards, which is somewhere in between.
[media]it seems like some sort of fix was issued but there are still things going on;
enchantment level should be displayed on the left of the enchantment name, same as in english "efficiency V", when you read in hebrew, the enchantment name appears on the right and then on the left the level of it.
also note how the description of "when on feet" enchantments starts to offset a little bit, it's because the text is aligned to the left
[media]
Still an issue on 1.14.3 pre 1, used the book duping method to reproduce this, note I didn't use the checkerboard pattern but instead used creative inventory to dupe a book 100 pages in size filled with random text and kept the duplicates to fill in 1x1 chest, as you can see from the logs, it surpassed the max allowed size which causes the exception and the revert
first exception is thrown for pressing esc (which saves the world on singleplayer), 2nd is thrown upon exiting the world, which again saves the world, while I don't know if there are any differences for these functions, I assumed it'll be best if both were logged
also note this behavior is similar in multiplayer, which makes this an exploit in many servers
14:25:29
net.minecraft.server.MinecraftServer
Server thread
info
Saving chunks for level 'New World'/minecraft:the_end
14:25:29
net.minecraft.server.MinecraftServer
Server thread
info
Saving chunks for level 'New World'/minecraft:overworld
14:25:29
r
Client thread
info
Loaded 143 advancements
14:25:30
net.minecraft.server.MinecraftServer
Server thread
info
Saving chunks for level 'New World'/minecraft:the_nether
14:25:47
dxl
Server thread
info
Saving and pausing game...
14:25:47
net.minecraft.server.MinecraftServer
Server thread
info
Saving chunks for level 'New World'/minecraft:the_end
14:25:47
net.minecraft.server.MinecraftServer
Server thread
info
Saving chunks for level 'New World'/minecraft:overworld
14:25:47
us
Server thread
error
Failed to save chunk -8,20 java.lang.RuntimeException: Too big to save, 1363104 > 1048576 at bya.a(SourceFile:244) at bya$a.close(SourceFile:231) at java.util.zip.DeflaterOutputStream.close(DeflaterOutputStream.java:241) at java.io.FilterOutputStream.close(FilterOutputStream.java:159) at java.io.FilterOutputStream.close(FilterOutputStream.java:159) at byb.a(SourceFile:61) at bxy.a(SourceFile:58) at us.a(SourceFile:695) at us.e(SourceFile:371) at us$$Lambda$2976/1348121416.accept(Unknown Source) at java.util.stream.ForEachOps$ForEachOp$OfRef.accept(ForEachOps.java:184) at java.util.stream.ReferencePipeline$2$1.accept(ReferencePipeline.java:175) at java.util.Iterator.forEachRemaining(Iterator.java:116) at java.util.Spliterators$IteratorSpliterator.forEachRemaining(Spliterators.java:1801) at java.util.stream.AbstractPipeline.copyInto(AbstractPipeline.java:512) at java.util.stream.AbstractPipeline.wrapAndCopyInto(AbstractPipeline.java:502) at java.util.stream.ForEachOps$ForEachOp.evaluateSequential(ForEachOps.java:151) at java.util.stream.ForEachOps$ForEachOp$OfRef.evaluateSequential(ForEachOps.java:174) at java.util.stream.AbstractPipeline.evaluate(AbstractPipeline.java:234) at java.util.stream.ReferencePipeline.forEach(ReferencePipeline.java:418) at us.a(SourceFile:368) at ve.a(SourceFile:282) at vg.a(SourceFile:741) at net.minecraft.server.MinecraftServer.a(SourceFile:529) at dxl.a(SourceFile:120) at net.minecraft.server.MinecraftServer.run(SourceFile:632) at java.lang.Thread.run(Thread.java:745)
14:25:47
net.minecraft.server.MinecraftServer
Server thread
info
Saving chunks for level 'New World'/minecraft:the_nether
14:25:48
vy
Server thread
info
KillA2k18 lost connection: Disconnected
14:25:48
net.minecraft.server.MinecraftServer
Server thread
info
KillA2k18 left the game
14:25:48
vy
Server thread
info
Stopping singleplayer server as player logged out
14:25:48
net.minecraft.server.MinecraftServer
Server thread
info
Stopping server
14:25:48
net.minecraft.server.MinecraftServer
Server thread
info
Saving players
14:25:48
net.minecraft.server.MinecraftServer
Server thread
info
Saving worlds
14:25:48
net.minecraft.server.MinecraftServer
Server thread
info
Saving chunks for level 'New World'/minecraft:the_end
14:25:48
us
Server thread
info
ThreadedAnvilChunkStorage (DIM1): All chunks are saved
14:25:48
net.minecraft.server.MinecraftServer
Server thread
info
Saving chunks for level 'New World'/minecraft:overworld
14:25:48
us
Server thread
error
Failed to save chunk -8,20 java.lang.RuntimeException: Too big to save, 1363104 > 1048576 at bya.a(SourceFile:244) at bya$a.close(SourceFile:231) at java.util.zip.DeflaterOutputStream.close(DeflaterOutputStream.java:241) at java.io.FilterOutputStream.close(FilterOutputStream.java:159) at java.io.FilterOutputStream.close(FilterOutputStream.java:159) at byb.a(SourceFile:61) at bxy.a(SourceFile:58) at us.a(SourceFile:695) at us$$Lambda$3125/1876601227.test(Unknown Source) at java.util.stream.ReferencePipeline$2$1.accept(ReferencePipeline.java:174) at java.util.stream.ReferencePipeline$2$1.accept(ReferencePipeline.java:175) at java.util.stream.ReferencePipeline$3$1.accept(ReferencePipeline.java:193) at java.util.ArrayList$ArrayListSpliterator.forEachRemaining(ArrayList.java:1374) at java.util.stream.AbstractPipeline.copyInto(AbstractPipeline.java:512) at java.util.stream.AbstractPipeline.wrapAndCopyInto(AbstractPipeline.java:502) at java.util.stream.ForEachOps$ForEachOp.evaluateSequential(ForEachOps.java:151) at java.util.stream.ForEachOps$ForEachOp$OfRef.evaluateSequential(ForEachOps.java:174) at java.util.stream.AbstractPipeline.evaluate(AbstractPipeline.java:234) at java.util.stream.ReferencePipeline.forEach(ReferencePipeline.java:418) at us.a(SourceFile:358) at ve.a(SourceFile:282) at vg.a(SourceFile:741) at net.minecraft.server.MinecraftServer.a(SourceFile:529) at net.minecraft.server.MinecraftServer.l(SourceFile:564) at dxl.l(SourceFile:251) at net.minecraft.server.MinecraftServer.run(SourceFile:666) at java.lang.Thread.run(Thread.java:745)
14:25:48
us
Server thread
info
ThreadedAnvilChunkStorage (New World (2)): All chunks are saved
14:25:48
net.minecraft.server.MinecraftServer
Server thread
info
Saving chunks for level 'New World'/minecraft:the_nether
14:25:48
us
Server thread
info
ThreadedAnvilChunkStorage (DIM-1): All chunks are saved
still happening on 1.14.2 pre 3 and 4
Seems like the reoccurring "r" character issue is fixed for now (1.13.1), however the part where the screen should be flipped, and the appearance of /7§ when just typing / still persists.
About the case of this one, as a general priority of Hebrew readers, the text should be on the right while the buttons on the left,
Imagine reading the text from the right side of it, to the left (like in hotbar 1 2 3 etc) and then reading again to the right, it's confusing and ruins the game experience, that is the case with all of the interface of minecraft for this particular RTL language, can't root for other languages, but I'm interested to know if this the case as well.
Also note, because crowdin displays translations differently than minecraft, it also makes minecraft display the translations differently to the player, this is a crucial issue which I believe that may exist in every rtl language but I've yet to confirm it, I advise treating this issue as an urgent manner, because players who will choose the translation will find it unplayable, and revert back to English or any other language that displays correctly to them
As of 1.13, the issue has gone worse.
The text appears mixed with some special characters, even typing in chat gets messed up by those characters (command interpreters), it's a separate issue but still connected to the formatting.
I would suggest, as a thought about the mentioned in my last comment, to add the ability to switch the whole interface to right to left, that means chat boxes, how text is handled in buttons, sliders etc, Since this issue exist since the day Hebrew translations were put, which is more than few years, I believe this issue will cause many players not to even use the translation at all.
The text isn't rendered as left to right at all, there are 2 cases basically to RTL parsing:
1)The text is rendered as RTL (aligned and displayed) correctly
2a)The text is not rendered as RTL (text appears mirrored like:" ekil derorrim sraeppa txet") which happens in most non supporting RTL interfaces.
2b)The text is rendered as RTL but displayed as LTR because of interface limitations or presets that were already globally implemented to all of the languages. this also cause issues when both language present in the same line, but not when there's a single language present
The following image describes the differences of how the interpreter displays a sentence in its current (1) and meant to be (2) styles, In addition, bear in mind that the whole interface should appear right to left in RTL languages, including chat boxes etc, however that may cause issues when playing on English servers and also the way of inputting commands (with backslash instead of slash, X killed Y read from right to left which makes a bit of confusion and user-level of understanding)
[media]
Update:
I'm spectating the build from a height of 35 blocks above the farmland (on the server)
The redstone seems to work correctly but the crops aren't updating growth at all, no player activity on the chunks for now.
Another update: farmland didn't grew at all from that height + spectator but the farm did clear itself so it isn't the behavior I'm experiencing completely (although I still don't know why the farmland didn't grew, I was on the same chunk, ~35 blocks above it)
Don't think that's the case.
It's either redstone updating with player activity but farmland isn't or redstone updating without player activity and farmland "behaves" correctly.
from tests it seems like the latter:
there's an area for staff on the server that I play on that is usually unloaded unless someone enters it.
I've set up the timer and planted the crop, but also disconnected the part that is responsible to clear the crop out.
The results were that the timer was off but the crop wasn't fully grown; this means one of two things:
Either there was a player activity that updated the redstone, but for some unknown reason an hour wasn't enough for the crop to be in it's fully grown state, not even semi fully grown (about 600 tiles!), or the farmland was malfunctioning with player activity that wasn't enough to get it grown and the redstone was behaving correctly.
With the tests I've made on my home I figured the case was that even without player activity the redstone is activating for some unkown reason, getting out of sync of the farmland growth and causing issues with block updates that could need players to be on in order to commence correctly.
I'm still unsure how redstone could be working without players around it (apart from spawn chunks, which isn't the situation right here)
The server that I play on is running a vanilla jar, could mods that are installed on my side affect this in any way? (note that it even occurs when I'm not even on the server/other player activity around it as well)
I recreated this video just for demonstrating the logics/behavior and run through the world save
"1 taken killa2k16 from levels"
when typing however, it appears that English language wont format RTL the same way as Hebrew language does (it displays it as it should!)
so in conclusion, it works, but not all the way there to be a fully supported RTL game
I assume the rest of the issues come from the game basically aligning everything to the left, including enchantments&levels, it could just need a very minor fix.
if the messages would begin from the right side of the text box extending to the left that'll be one fix, if the textbox would be on the right side of the screen that'll be even greater fix (including the text beginning from right to left).
alignment should be to the right in addition to right to left formatting, that way you achieve fully supported RTL display and formatting on a certain platform
[media]